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26974 行
895 KiB
26974 行
895 KiB
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contents: Here we will store the push direction in Velocity attribute and the
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push weight in alpha attribute
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\n* Alpha = 1 means no push\n* Alpha <= 0 means maximum push\n\nMoving Player
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will influence the Alpha Attribute based on an attenuation mask around it,
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Mask, or the player is standing still, it releases.\n\nAlpha goes up to -2
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contents: 'In velocity we store 2D Vectors for bent foliage.
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We can bend
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only what''s not bent so its influenced by the attenuation mask, the player
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velocity but the lower alpha is, the less probable it will bend.'
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contents: '#1 we override size computed by Connect Target
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#2 we compute
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a 2D Size, scaled by distance to the camera'
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theme: Classic
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- title: Finally ..
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contents: 'We reset the Alpha to 1 '
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position:
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contents: "Baked from SplatMap in Houdini:\n\n - Position : World Position\n-
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Direction : Terrain Normal"
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theme: Classic
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textSize: Medium
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contents: '< First we can straighten a little the normal,
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< Then we
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compute the position for each grass other end..'
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theme: Classic
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textSize: Small
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- title: Solving the Grass
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position:
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contents: '
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Alpha stores the pushed state : 1.0 = Not pushed, 0.0 = Fully
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Pushed. Negative values are allowed but the visual will not cha
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nge.
|
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|
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Velocity
|
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will hold the push direction, based on the player position , velocity and push
|
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state
|
|
|
|
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Grass will always have its alpha regrow towards 1. But the bent
|
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state will be visible between 0 and 1. So during negative values, it will just
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act as a delay before grass goes straight again.
|
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Pushed grass cannot
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Animated Wind Noise on
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samplerattributeMap_a;\nfloat4 attributeMap_a_TexelSize;\nTexture2D attributeMap_b;\nSamplerState
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deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
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AttributeFromMap_6F6C3099(inout float3 position, uint particleId, VFXSampler2D
|
|
attributeMap, float3 valueBias, float3 valueScale) /*attribute:position Composition:Overwrite
|
|
SampleMode:Sequential channels:XYZ */\n{\n \n uint width, height;\n
|
|
attributeMap.t.GetDimensions(width, height);\n uint count = width * height;\n
|
|
uint id = particleId % count;\n uint y = id / width;\n uint x = id -
|
|
y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x, y, 0));\n
|
|
value = (value + valueBias) * valueScale;\n position = value;\n}\nvoid
|
|
AttributeFromMap_E1EAF699(inout float3 direction, uint particleId, VFXSampler2D
|
|
attributeMap, float3 valueBias, float3 valueScale) /*attribute:direction Composition:Overwrite
|
|
SampleMode:Sequential channels:XYZ */\n{\n \n uint width, height;\n
|
|
attributeMap.t.GetDimensions(width, height);\n uint count = width * height;\n
|
|
uint id = particleId % count;\n uint y = id / width;\n uint x = id -
|
|
y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x, y, 0));\n
|
|
value = (value + valueBias) * valueScale;\n direction = value;\n}\nvoid
|
|
SetAttribute_5D166650(inout float3 direction, float3 Direction, float Blend)
|
|
/*attribute:direction Composition:Blend Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n direction = lerp(direction,Direction,Blend);\n}\nvoid SetAttribute_2CF4000A(inout
|
|
float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
|
|
SetAttribute_FDD071DD(inout float3 color, inout uint seed, float3 A, float3
|
|
B) /*attribute:color Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
|
|
*/\n{\n color = lerp(A,B,RAND);\n}\nvoid SetAttribute_E629755(inout float3
|
|
velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid SetAttribute_CA100327(inout
|
|
float texIndex, inout uint seed, float A, float B) /*attribute:texIndex Composition:Overwrite
|
|
Source:Slot Random:Uniform channels:XYZ */\n{\n texIndex = lerp(A,B,RAND);\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
|
|
: SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if
|
|
!VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
|
|
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
|
|
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
|
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
|
|
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
|
|
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
|
|
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
|
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
|
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
|
|
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
|
|
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
|
|
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
|
|
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
|
|
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
|
|
if (id < currentSumSpawnCount)\n {\n break;\n
|
|
}\n }\n */\n \n\r\n#endif\r\n\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.direction = float3(0, 0, 1);\n attributes.targetPosition
|
|
= float3(0, 0, 0);\n attributes.color = float3(1, 1, 1);\n attributes.seed
|
|
= (uint)0;\n attributes.velocity = float3(0, 0, 0);\n attributes.alpha
|
|
= (float)1;\n attributes.texIndex = (float)0;\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_6F6C3099(
|
|
/*inout */attributes.position, attributes.particleId, GetVFXSampler(attributeMap_a,
|
|
samplerattributeMap_a), float3(0, 0.119999997, 0), float3(1, 1, -1));\n
|
|
}\n {\n AttributeFromMap_E1EAF699( /*inout */attributes.direction,
|
|
attributes.particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b),
|
|
float3(0, 0, 0), float3(1, 1, -1));\n }\n {\n SetAttribute_5D166650(
|
|
/*inout */attributes.direction, float3(0, 1, 0), Blend_c);\n }\n
|
|
{\n float3 tmp_ba = attributes.position + attributes.direction;\n
|
|
SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_ba);\n
|
|
}\n {\n SetAttribute_FDD071DD( /*inout */attributes.color,
|
|
/*inout */attributes.seed, float3(0.679245293, 0.679245293, 0.679245293), float3(0.858490586,
|
|
0.668515205, 0.376601994));\n }\n {\n SetAttribute_E629755(
|
|
/*inout */attributes.velocity, float3(0, 0, 0));\n }\n {\n
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, (float)1);\n }\n
|
|
{\n SetAttribute_CA100327( /*inout */attributes.texIndex, /*inout
|
|
*/attributes.seed, (float)0, (float)4);\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.Store((index * 0x4 + 0x3) << 2,asuint(attributes.particleId));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x40000) << 2,asuint(attributes.targetPosition));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x40004) << 2,asuint(attributes.color));\n
|
|
attributeBuffer.Store3((index * 0x4 + 0xC0000) << 2,asuint(attributes.velocity));\n
|
|
attributeBuffer.Store((index * 0x4 + 0xC0003) << 2,asuint(attributes.alpha));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x40003) << 2,asuint(attributes.texIndex));\n
|
|
\n\r\n }\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 1]Update Particle'
|
|
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_PARTICLEID_CURRENT
|
|
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
|
|
VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
|
float4 uniform_d;\n float3 uniform_e;\n float uniform_b;\n float3
|
|
uniform_i;\n float uniform_c;\n float uniform_f;\n float uniform_g;\n
|
|
float uniform_h;\n uint PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
|
|
float3 position;\n uint particleId;\n float3 velocity;\n float alpha;\n};\n\nstruct
|
|
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
|
|
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
|
|
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
|
|
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
|
|
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
|
|
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
|
|
SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid SetAttribute_AA7D638(inout
|
|
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Add Source:Slot
|
|
Random:Off channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid SetAttribute_E629755(inout
|
|
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
|
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
|
|
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
|
|
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
|
|
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif
|
|
(attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xC0000) << 2));\n\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0xC0003) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if
|
|
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
|
|
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
|
|
stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t float3 tmp_bf = attributes.position
|
|
- uniform_e;\n\t\t\t float3 tmp_bg = tmp_bf * tmp_bf;\n\t\t\t float tmp_bh
|
|
= tmp_bg[2];\n\t\t\t float tmp_bi = tmp_bg[1];\n\t\t\t float tmp_bj =
|
|
tmp_bh + tmp_bi;\n\t\t\t float tmp_bk = tmp_bg[0];\n\t\t\t float tmp_bl
|
|
= tmp_bj + tmp_bk;\n\t\t\t float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t
|
|
uint tmp_bp = attributes.particleId ^ asuint(uniform_f);\n\t\t\t float tmp_bq
|
|
= FixedRand(tmp_bp);\n\t\t\t float tmp_bs = tmp_bq * (float)0.200000048;\n\t\t\t
|
|
float tmp_bt = (float)0.899999976 + tmp_bs;\n\t\t\t float tmp_bu = tmp_bn
|
|
* tmp_bt;\n\t\t\t float tmp_bv = SampleCurve(uniform_d,tmp_bu);\n\t\t\t
|
|
float tmp_bw = tmp_bv * uniform_g;\n\t\t\t float tmp_bx = uniform_b + tmp_bw;\n\t\t\t
|
|
float tmp_by = tmp_bx - uniform_b;\n\t\t\t float tmp_bz = uniform_c * tmp_by;\n\t\t\t
|
|
float tmp_ca = uniform_b + tmp_bz;\n\t\t\t float tmp_cb = tmp_ca * uniform_h;\n\t\t\t
|
|
float tmp_cc = tmp_cb + attributes.alpha;\n\t\t\t float tmp_ce = max(tmp_cc,
|
|
(float)-2);\n\t\t\t float tmp_cg = min(tmp_ce, (float)1);\n\t\t\t SetAttribute_CEEAF35C(
|
|
/*inout */attributes.alpha, tmp_cg);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bg
|
|
= saturate(attributes.alpha);\n\t\t\t float tmp_bh = (float)1 - tmp_bg;\n\t\t\t
|
|
float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t float3 tmp_bj =
|
|
tmp_bi * uniform_i;\n\t\t\t float3 tmp_bk = attributes.position - uniform_e;\n\t\t\t
|
|
float3 tmp_bl = tmp_bk * tmp_bk;\n\t\t\t float tmp_bm = tmp_bl[2];\n\t\t\t
|
|
float tmp_bn = tmp_bl[1];\n\t\t\t float tmp_bo = tmp_bm + tmp_bn;\n\t\t\t
|
|
float tmp_bp = tmp_bl[0];\n\t\t\t float tmp_bq = tmp_bo + tmp_bp;\n\t\t\t
|
|
float tmp_bs = pow(tmp_bq, (float)0.5);\n\t\t\t uint tmp_bu = attributes.particleId
|
|
^ asuint(uniform_f);\n\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t
|
|
float tmp_bx = tmp_bv * (float)0.200000048;\n\t\t\t float tmp_by = (float)0.899999976
|
|
+ tmp_bx;\n\t\t\t float tmp_bz = tmp_bs * tmp_by;\n\t\t\t float tmp_ca
|
|
= SampleCurve(uniform_d,tmp_bz);\n\t\t\t float3 tmp_cb = float3(tmp_ca,
|
|
tmp_ca, tmp_ca);\n\t\t\t float3 tmp_cc = tmp_bj * tmp_cb;\n\t\t\t SetAttribute_AA7D638(
|
|
/*inout */attributes.velocity, tmp_cc);\n\t\t\t}\n\t\t\t{\n\t\t\t float
|
|
tmp_bf = saturate(attributes.alpha);\n\t\t\t float tmp_bg = tmp_bf * uniform_h;\n\t\t\t
|
|
float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t\t float3 tmp_bj =
|
|
float3(0, 0, 0) - attributes.velocity;\n\t\t\t float3 tmp_bk = tmp_bh *
|
|
tmp_bj;\n\t\t\t float3 tmp_bl = attributes.velocity + tmp_bk;\n\t\t\t
|
|
SetAttribute_E629755( /*inout */attributes.velocity, tmp_bl);\n\t\t\t}\n\t\t\t\n\r\n\r\n\t\t\tif
|
|
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4
|
|
+ 0xC0000) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x4 + 0xC0003) << 2,asuint(attributes.alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
|
|
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n#if
|
|
USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
|
|
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
|
|
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
|
|
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n attributes.stripAlive = false;\r\n
|
|
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xC0000) << 2));\n\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0xC0003) << 2));\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
|
|
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
|
|
stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float3 tmp_bf = attributes.position
|
|
- uniform_e;\n\t\t float3 tmp_bg = tmp_bf * tmp_bf;\n\t\t float tmp_bh
|
|
= tmp_bg[2];\n\t\t float tmp_bi = tmp_bg[1];\n\t\t float tmp_bj = tmp_bh
|
|
+ tmp_bi;\n\t\t float tmp_bk = tmp_bg[0];\n\t\t float tmp_bl = tmp_bj
|
|
+ tmp_bk;\n\t\t float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t uint tmp_bp
|
|
= attributes.particleId ^ asuint(uniform_f);\n\t\t float tmp_bq = FixedRand(tmp_bp);\n\t\t
|
|
float tmp_bs = tmp_bq * (float)0.200000048;\n\t\t float tmp_bt = (float)0.899999976
|
|
+ tmp_bs;\n\t\t float tmp_bu = tmp_bn * tmp_bt;\n\t\t float tmp_bv =
|
|
SampleCurve(uniform_d,tmp_bu);\n\t\t float tmp_bw = tmp_bv * uniform_g;\n\t\t
|
|
float tmp_bx = uniform_b + tmp_bw;\n\t\t float tmp_by = tmp_bx - uniform_b;\n\t\t
|
|
float tmp_bz = uniform_c * tmp_by;\n\t\t float tmp_ca = uniform_b + tmp_bz;\n\t\t
|
|
float tmp_cb = tmp_ca * uniform_h;\n\t\t float tmp_cc = tmp_cb + attributes.alpha;\n\t\t
|
|
float tmp_ce = max(tmp_cc, (float)-2);\n\t\t float tmp_cg = min(tmp_ce,
|
|
(float)1);\n\t\t SetAttribute_CEEAF35C( /*inout */attributes.alpha, tmp_cg);\n\t\t}\n\t\t{\n\t\t
|
|
float tmp_bg = saturate(attributes.alpha);\n\t\t float tmp_bh = (float)1
|
|
- tmp_bg;\n\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t
|
|
float3 tmp_bj = tmp_bi * uniform_i;\n\t\t float3 tmp_bk = attributes.position
|
|
- uniform_e;\n\t\t float3 tmp_bl = tmp_bk * tmp_bk;\n\t\t float tmp_bm
|
|
= tmp_bl[2];\n\t\t float tmp_bn = tmp_bl[1];\n\t\t float tmp_bo = tmp_bm
|
|
+ tmp_bn;\n\t\t float tmp_bp = tmp_bl[0];\n\t\t float tmp_bq = tmp_bo
|
|
+ tmp_bp;\n\t\t float tmp_bs = pow(tmp_bq, (float)0.5);\n\t\t uint tmp_bu
|
|
= attributes.particleId ^ asuint(uniform_f);\n\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t
|
|
float tmp_bx = tmp_bv * (float)0.200000048;\n\t\t float tmp_by = (float)0.899999976
|
|
+ tmp_bx;\n\t\t float tmp_bz = tmp_bs * tmp_by;\n\t\t float tmp_ca =
|
|
SampleCurve(uniform_d,tmp_bz);\n\t\t float3 tmp_cb = float3(tmp_ca, tmp_ca,
|
|
tmp_ca);\n\t\t float3 tmp_cc = tmp_bj * tmp_cb;\n\t\t SetAttribute_AA7D638(
|
|
/*inout */attributes.velocity, tmp_cc);\n\t\t}\n\t\t{\n\t\t float tmp_bf
|
|
= saturate(attributes.alpha);\n\t\t float tmp_bg = tmp_bf * uniform_h;\n\t\t
|
|
float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t float3 tmp_bj = float3(0,
|
|
0, 0) - attributes.velocity;\n\t\t float3 tmp_bk = tmp_bh * tmp_bj;\n\t\t
|
|
float3 tmp_bl = attributes.velocity + tmp_bk;\n\t\t SetAttribute_E629755(
|
|
/*inout */attributes.velocity, tmp_bl);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
|
|
* 0x4 + 0xC0000) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
|
|
* 0x4 + 0xC0003) << 2,asuint(attributes.alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 1]Output Particle Lit Quad'
|
|
source: "Shader \"Hidden/VFX/Grass/System 1/Output Particle Lit Quad\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+450\" \"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_PARTICLEID_CURRENT
|
|
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
|
|
1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
|
|
1\n\t\t#define VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT
|
|
1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define
|
|
VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define
|
|
VFX_USE_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_SCALEY_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_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define USE_FLIPBOOK
|
|
1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1\n\t\t#define
|
|
HDRP_MULTIPLY_THICKNESS_WITH_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define
|
|
HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
|
|
1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define
|
|
IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define USE_NORMAL_BENDING 1\n\t\t#define
|
|
FORCE_NORMAL_VARYING 1\n\t\t#define VFX_PRIMITIVE_QUAD 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_WORLD_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
|
|
float4x4 uniform_l;\n\t\t float4 uniform_c;\n\t\t float4 Size_e;\n\t\t
|
|
float4 uniform_n;\n\t\t float3 uniform_b;\n\t\t float uniform_d;\n\t\t
|
|
float3 uniform_e;\n\t\t float uniform_g;\n\t\t float3 uniform_f;\n\t\t
|
|
float uniform_h;\n\t\t float3 uniform_k;\n\t\t uint PADDING_0;\n\t\t
|
|
float2 uniform_i;\n\t\t float2 uniform_j;\n\t\t float2 uniform_o;\n\t\t
|
|
float2 flipBookSize;\n\t\t float2 invFlipBookSize;\n\t\t uint2 PADDING_1;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
|
|
Attributes\n\t\t{\n\t\t float3 position;\n\t\t uint particleId;\n\t\t
|
|
float3 targetPosition;\n\t\t float3 color;\n\t\t float3 velocity;\n\t\t
|
|
float alpha;\n\t\t float texIndex;\n\t\t bool alive;\n\t\t float3
|
|
axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t
|
|
float angleY;\n\t\t float angleZ;\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 scaleY;\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\tTexture2D
|
|
texture_b;\n\t\tSamplerState samplertexture_b;\n\t\tfloat4 texture_b_TexelSize;\n\t\tTexture2D
|
|
attributeMap_c;\n\t\tSamplerState samplerattributeMap_c;\n\t\tfloat4 attributeMap_c_TexelSize;\n\t\tTexture2D
|
|
baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\tTexture2D
|
|
normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tfloat4 normalMap_TexelSize;\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<uint>
|
|
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<uint> 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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|
|
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
|
|
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
|
|
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
|
|
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
|
|
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
|
|
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
|
|
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
|
|
\n\t\t\t \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.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
|
|
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\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\n\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.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_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
targetPosition = TargetPosition;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85874(inout
|
|
float3 targetPosition, VFXSampler2D attributeMap, float2 SamplePosition, float
|
|
LOD, float3 valueBias, float3 valueScale) /*attribute:targetPosition Composition:Add
|
|
SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3
|
|
value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition
|
|
+= value;\n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, inout float3
|
|
axisY, inout float3 axisZ, inout float3 position, inout float pivotY, float
|
|
size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_496B4028(inout
|
|
float size, uint particleId, float4 Size, uint Seed) /*attribute:size Composition:Overwrite
|
|
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
|
|
ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
|
|
float value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout
|
|
float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot
|
|
Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
|
|
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC944(inout float pivotZ,
|
|
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
|
|
channels:Z */\n\t\t\t{\n\t\t\t pivotZ = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\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\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#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\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.particleId = (attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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.particleId
|
|
= (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bs = attributes.velocity * float3(0.0250000004, 0.0250000004, 0.0250000004);\n\t\t\t\t
|
|
float3 tmp_bu = tmp_bs * tmp_bs;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
|
|
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
|
|
float tmp_cb = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cd = tmp_cb
|
|
* (float)-0.400000006;\n\t\t\t\t float3 tmp_ce = float3((float)0, tmp_cd,
|
|
(float)0);\n\t\t\t\t float3 tmp_cf = tmp_bs + tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = attributes.position - uniform_b;\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj
|
|
= tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float
|
|
tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t
|
|
float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t uint tmp_cp = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t\t
|
|
float tmp_cs = tmp_cq * (float)0.200000048;\n\t\t\t\t float tmp_ct = (float)0.899999976
|
|
+ tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cn * tmp_ct;\n\t\t\t\t float tmp_cv
|
|
= SampleCurve(uniform_c,tmp_cu);\n\t\t\t\t float3 tmp_cw = float3(tmp_cv,
|
|
tmp_cv, tmp_cv);\n\t\t\t\t float3 tmp_cx = tmp_cg * tmp_cw;\n\t\t\t\t
|
|
float3 tmp_cz = tmp_cx * float3(1.00999999, 1.00999999, 1.00999999);\n\t\t\t\t
|
|
float3 tmp_da = tmp_cf + tmp_cz;\n\t\t\t\t float3 tmp_db = tmp_da + attributes.targetPosition;\n\t\t\t\t
|
|
SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[1];\n\t\t\t\t
|
|
float3 tmp_bt = attributes.targetPosition - uniform_e;\n\t\t\t\t float3
|
|
tmp_bu = tmp_bt / uniform_f;\n\t\t\t\t float tmp_bv = tmp_bu[0];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[2];\n\t\t\t\t float2 tmp_bx = float2(tmp_bv, tmp_bw);\n\t\t\t\t
|
|
float2 tmp_bz = tmp_bx + float2(0.5, 0.5);\n\t\t\t\t float4 tmp_cb = SampleTexture(VFX_SAMPLER(texture_b),tmp_bz,(float)0);\n\t\t\t\t
|
|
float tmp_cc = tmp_cb[0];\n\t\t\t\t float tmp_cd = tmp_cc * uniform_g;\n\t\t\t\t
|
|
float tmp_ce = tmp_cd + uniform_h;\n\t\t\t\t float tmp_cf = max(tmp_bs,
|
|
tmp_ce);\n\t\t\t\t float tmp_cg = attributes.targetPosition[2];\n\t\t\t\t
|
|
float3 tmp_ch = float3(tmp_br, tmp_cf, tmp_cg);\n\t\t\t\t SetAttribute_2CF4000A(
|
|
/*inout */attributes.targetPosition, tmp_ch);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[2];\n\t\t\t\t
|
|
float2 tmp_bt = float2(tmp_br, tmp_bs);\n\t\t\t\t float2 tmp_bu = tmp_bt
|
|
+ uniform_i;\n\t\t\t\t float2 tmp_bv = tmp_bu / uniform_j;\n\t\t\t\t
|
|
float3 tmp_by = float3(attributes.alpha, attributes.alpha, attributes.alpha);\n\t\t\t\t
|
|
float3 tmp_bz = uniform_k * tmp_by;\n\t\t\t\t AttributeFromMap_62C85874(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_c, samplerattributeMap_c),
|
|
tmp_bv, (float)2, float3(-0.5, -0.5, -0.5), tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_br = mul(uniform_l, float4(attributes.targetPosition, 1.0)).xyz;\n\t\t\t\t
|
|
ConnectTarget_0( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, tmp_br, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
AttributeFromCurve_496B4028( /*inout */attributes.size, attributes.particleId,
|
|
Size_e, (uint)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_br = attributes.position
|
|
* attributes.position;\n\t\t\t\t float tmp_bs = tmp_br[2];\n\t\t\t\t
|
|
float tmp_bt = tmp_br[1];\n\t\t\t\t float tmp_bu = tmp_bs + tmp_bt;\n\t\t\t\t
|
|
float tmp_bv = tmp_br[0];\n\t\t\t\t float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t
|
|
float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t\t\t uint tmp_ca = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cb = FixedRand(tmp_ca);\n\t\t\t\t
|
|
float tmp_cd = tmp_cb * (float)14;\n\t\t\t\t float tmp_ce = (float)-7 +
|
|
tmp_cd;\n\t\t\t\t float tmp_cf = tmp_by + tmp_ce;\n\t\t\t\t float tmp_cg
|
|
= SampleCurve(uniform_n,tmp_cf);\n\t\t\t\t float2 tmp_ch = float2(tmp_cg,
|
|
tmp_cg);\n\t\t\t\t float2 tmp_ci = float2(attributes.size, attributes.size);\n\t\t\t\t
|
|
float2 tmp_cj = tmp_ch * tmp_ci;\n\t\t\t\t float2 tmp_ck = tmp_cj * uniform_o;\n\t\t\t\t
|
|
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
|
|
tmp_ck);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC944( /*inout
|
|
*/attributes.pivotZ, (float)0.180000007);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
|
|
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 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\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\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\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t normalBendingFactor = (float)0.300000012;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\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\tfloat
|
|
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
|
|
alphaThreshold = (float)0.0299999993;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\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\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\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#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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
|
|
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
|
|
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
|
|
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
|
|
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
|
|
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\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\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
|
|
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
|
|
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\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\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
|
|
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
|
|
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
|
|
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
|
|
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
|
|
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
|
|
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
|
|
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
|
|
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
|
|
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
|
|
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
|
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
|
|
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\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\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
|
|
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
|
|
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
|
|
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
|
|
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
|
|
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma target 4.5\n\t\t\t#define
|
|
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define
|
|
NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
|
|
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
|
|
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
|
|
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
|
|
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
|
|
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
|
|
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
|
|
\n\t\t\t \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.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
|
|
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\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\n\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.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_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
targetPosition = TargetPosition;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85874(inout
|
|
float3 targetPosition, VFXSampler2D attributeMap, float2 SamplePosition, float
|
|
LOD, float3 valueBias, float3 valueScale) /*attribute:targetPosition Composition:Add
|
|
SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3
|
|
value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition
|
|
+= value;\n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, inout float3
|
|
axisY, inout float3 axisZ, inout float3 position, inout float pivotY, float
|
|
size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_496B4028(inout
|
|
float size, uint particleId, float4 Size, uint Seed) /*attribute:size Composition:Overwrite
|
|
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
|
|
ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
|
|
float value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout
|
|
float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot
|
|
Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
|
|
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC944(inout float pivotZ,
|
|
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
|
|
channels:Z */\n\t\t\t{\n\t\t\t pivotZ = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\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\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#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\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.particleId = (attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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.particleId
|
|
= (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bs = attributes.velocity * float3(0.0250000004, 0.0250000004, 0.0250000004);\n\t\t\t\t
|
|
float3 tmp_bu = tmp_bs * tmp_bs;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
|
|
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
|
|
float tmp_cb = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cd = tmp_cb
|
|
* (float)-0.400000006;\n\t\t\t\t float3 tmp_ce = float3((float)0, tmp_cd,
|
|
(float)0);\n\t\t\t\t float3 tmp_cf = tmp_bs + tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = attributes.position - uniform_b;\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj
|
|
= tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float
|
|
tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t
|
|
float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t uint tmp_cp = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t\t
|
|
float tmp_cs = tmp_cq * (float)0.200000048;\n\t\t\t\t float tmp_ct = (float)0.899999976
|
|
+ tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cn * tmp_ct;\n\t\t\t\t float tmp_cv
|
|
= SampleCurve(uniform_c,tmp_cu);\n\t\t\t\t float3 tmp_cw = float3(tmp_cv,
|
|
tmp_cv, tmp_cv);\n\t\t\t\t float3 tmp_cx = tmp_cg * tmp_cw;\n\t\t\t\t
|
|
float3 tmp_cz = tmp_cx * float3(1.00999999, 1.00999999, 1.00999999);\n\t\t\t\t
|
|
float3 tmp_da = tmp_cf + tmp_cz;\n\t\t\t\t float3 tmp_db = tmp_da + attributes.targetPosition;\n\t\t\t\t
|
|
SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[1];\n\t\t\t\t
|
|
float3 tmp_bt = attributes.targetPosition - uniform_e;\n\t\t\t\t float3
|
|
tmp_bu = tmp_bt / uniform_f;\n\t\t\t\t float tmp_bv = tmp_bu[0];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[2];\n\t\t\t\t float2 tmp_bx = float2(tmp_bv, tmp_bw);\n\t\t\t\t
|
|
float2 tmp_bz = tmp_bx + float2(0.5, 0.5);\n\t\t\t\t float4 tmp_cb = SampleTexture(VFX_SAMPLER(texture_b),tmp_bz,(float)0);\n\t\t\t\t
|
|
float tmp_cc = tmp_cb[0];\n\t\t\t\t float tmp_cd = tmp_cc * uniform_g;\n\t\t\t\t
|
|
float tmp_ce = tmp_cd + uniform_h;\n\t\t\t\t float tmp_cf = max(tmp_bs,
|
|
tmp_ce);\n\t\t\t\t float tmp_cg = attributes.targetPosition[2];\n\t\t\t\t
|
|
float3 tmp_ch = float3(tmp_br, tmp_cf, tmp_cg);\n\t\t\t\t SetAttribute_2CF4000A(
|
|
/*inout */attributes.targetPosition, tmp_ch);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[2];\n\t\t\t\t
|
|
float2 tmp_bt = float2(tmp_br, tmp_bs);\n\t\t\t\t float2 tmp_bu = tmp_bt
|
|
+ uniform_i;\n\t\t\t\t float2 tmp_bv = tmp_bu / uniform_j;\n\t\t\t\t
|
|
float3 tmp_by = float3(attributes.alpha, attributes.alpha, attributes.alpha);\n\t\t\t\t
|
|
float3 tmp_bz = uniform_k * tmp_by;\n\t\t\t\t AttributeFromMap_62C85874(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_c, samplerattributeMap_c),
|
|
tmp_bv, (float)2, float3(-0.5, -0.5, -0.5), tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_br = mul(uniform_l, float4(attributes.targetPosition, 1.0)).xyz;\n\t\t\t\t
|
|
ConnectTarget_0( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, tmp_br, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
AttributeFromCurve_496B4028( /*inout */attributes.size, attributes.particleId,
|
|
Size_e, (uint)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_br = attributes.position
|
|
* attributes.position;\n\t\t\t\t float tmp_bs = tmp_br[2];\n\t\t\t\t
|
|
float tmp_bt = tmp_br[1];\n\t\t\t\t float tmp_bu = tmp_bs + tmp_bt;\n\t\t\t\t
|
|
float tmp_bv = tmp_br[0];\n\t\t\t\t float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t
|
|
float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t\t\t uint tmp_ca = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cb = FixedRand(tmp_ca);\n\t\t\t\t
|
|
float tmp_cd = tmp_cb * (float)14;\n\t\t\t\t float tmp_ce = (float)-7 +
|
|
tmp_cd;\n\t\t\t\t float tmp_cf = tmp_by + tmp_ce;\n\t\t\t\t float tmp_cg
|
|
= SampleCurve(uniform_n,tmp_cf);\n\t\t\t\t float2 tmp_ch = float2(tmp_cg,
|
|
tmp_cg);\n\t\t\t\t float2 tmp_ci = float2(attributes.size, attributes.size);\n\t\t\t\t
|
|
float2 tmp_cj = tmp_ch * tmp_ci;\n\t\t\t\t float2 tmp_ck = tmp_cj * uniform_o;\n\t\t\t\t
|
|
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
|
|
tmp_ck);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC944( /*inout
|
|
*/attributes.pivotZ, (float)0.180000007);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
|
|
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 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\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\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\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t normalBendingFactor = (float)0.300000012;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\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\tfloat
|
|
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
|
|
alphaThreshold = (float)0.0299999993;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\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\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\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#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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
|
|
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
|
|
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
|
|
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
|
|
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
|
|
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\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\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
|
|
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
|
|
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\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\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
|
|
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
|
|
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
|
|
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
|
|
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
|
|
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
|
|
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
|
|
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
|
|
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
|
|
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
|
|
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
|
|
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
|
|
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\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\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
|
|
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
|
|
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
|
|
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
|
|
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
|
|
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
|
|
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
|
|
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|
|
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|
|
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\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\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|
|
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
|
|
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|
|
|| SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
|
|
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t
|
|
float3 posWS : TEXCOORD7;\n\t\t #endif\n\t\t\n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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\t\n\t\t\t\n\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
|
|
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
|
|
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
|
|
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
|
|
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|
|
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define VFX_VARYING_TANGENT
|
|
tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
|
|
bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
|
|
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
|
|
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.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_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
targetPosition = TargetPosition;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85874(inout
|
|
float3 targetPosition, VFXSampler2D attributeMap, float2 SamplePosition, float
|
|
LOD, float3 valueBias, float3 valueScale) /*attribute:targetPosition Composition:Add
|
|
SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3
|
|
value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition
|
|
+= value;\n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, inout float3
|
|
axisY, inout float3 axisZ, inout float3 position, inout float pivotY, float
|
|
size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_496B4028(inout
|
|
float size, uint particleId, float4 Size, uint Seed) /*attribute:size Composition:Overwrite
|
|
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
|
|
ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
|
|
float value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout
|
|
float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot
|
|
Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
|
|
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC944(inout float pivotZ,
|
|
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
|
|
channels:Z */\n\t\t\t{\n\t\t\t pivotZ = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\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\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#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\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.particleId = (attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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.particleId
|
|
= (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bs = attributes.velocity * float3(0.0250000004, 0.0250000004, 0.0250000004);\n\t\t\t\t
|
|
float3 tmp_bu = tmp_bs * tmp_bs;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
|
|
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
|
|
float tmp_cb = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cd = tmp_cb
|
|
* (float)-0.400000006;\n\t\t\t\t float3 tmp_ce = float3((float)0, tmp_cd,
|
|
(float)0);\n\t\t\t\t float3 tmp_cf = tmp_bs + tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = attributes.position - uniform_b;\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj
|
|
= tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float
|
|
tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t
|
|
float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t uint tmp_cp = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t\t
|
|
float tmp_cs = tmp_cq * (float)0.200000048;\n\t\t\t\t float tmp_ct = (float)0.899999976
|
|
+ tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cn * tmp_ct;\n\t\t\t\t float tmp_cv
|
|
= SampleCurve(uniform_c,tmp_cu);\n\t\t\t\t float3 tmp_cw = float3(tmp_cv,
|
|
tmp_cv, tmp_cv);\n\t\t\t\t float3 tmp_cx = tmp_cg * tmp_cw;\n\t\t\t\t
|
|
float3 tmp_cz = tmp_cx * float3(1.00999999, 1.00999999, 1.00999999);\n\t\t\t\t
|
|
float3 tmp_da = tmp_cf + tmp_cz;\n\t\t\t\t float3 tmp_db = tmp_da + attributes.targetPosition;\n\t\t\t\t
|
|
SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[1];\n\t\t\t\t
|
|
float3 tmp_bt = attributes.targetPosition - uniform_e;\n\t\t\t\t float3
|
|
tmp_bu = tmp_bt / uniform_f;\n\t\t\t\t float tmp_bv = tmp_bu[0];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[2];\n\t\t\t\t float2 tmp_bx = float2(tmp_bv, tmp_bw);\n\t\t\t\t
|
|
float2 tmp_bz = tmp_bx + float2(0.5, 0.5);\n\t\t\t\t float4 tmp_cb = SampleTexture(VFX_SAMPLER(texture_b),tmp_bz,(float)0);\n\t\t\t\t
|
|
float tmp_cc = tmp_cb[0];\n\t\t\t\t float tmp_cd = tmp_cc * uniform_g;\n\t\t\t\t
|
|
float tmp_ce = tmp_cd + uniform_h;\n\t\t\t\t float tmp_cf = max(tmp_bs,
|
|
tmp_ce);\n\t\t\t\t float tmp_cg = attributes.targetPosition[2];\n\t\t\t\t
|
|
float3 tmp_ch = float3(tmp_br, tmp_cf, tmp_cg);\n\t\t\t\t SetAttribute_2CF4000A(
|
|
/*inout */attributes.targetPosition, tmp_ch);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[2];\n\t\t\t\t
|
|
float2 tmp_bt = float2(tmp_br, tmp_bs);\n\t\t\t\t float2 tmp_bu = tmp_bt
|
|
+ uniform_i;\n\t\t\t\t float2 tmp_bv = tmp_bu / uniform_j;\n\t\t\t\t
|
|
float3 tmp_by = float3(attributes.alpha, attributes.alpha, attributes.alpha);\n\t\t\t\t
|
|
float3 tmp_bz = uniform_k * tmp_by;\n\t\t\t\t AttributeFromMap_62C85874(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_c, samplerattributeMap_c),
|
|
tmp_bv, (float)2, float3(-0.5, -0.5, -0.5), tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_br = mul(uniform_l, float4(attributes.targetPosition, 1.0)).xyz;\n\t\t\t\t
|
|
ConnectTarget_0( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, tmp_br, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
AttributeFromCurve_496B4028( /*inout */attributes.size, attributes.particleId,
|
|
Size_e, (uint)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_br = attributes.position
|
|
* attributes.position;\n\t\t\t\t float tmp_bs = tmp_br[2];\n\t\t\t\t
|
|
float tmp_bt = tmp_br[1];\n\t\t\t\t float tmp_bu = tmp_bs + tmp_bt;\n\t\t\t\t
|
|
float tmp_bv = tmp_br[0];\n\t\t\t\t float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t
|
|
float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t\t\t uint tmp_ca = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cb = FixedRand(tmp_ca);\n\t\t\t\t
|
|
float tmp_cd = tmp_cb * (float)14;\n\t\t\t\t float tmp_ce = (float)-7 +
|
|
tmp_cd;\n\t\t\t\t float tmp_cf = tmp_by + tmp_ce;\n\t\t\t\t float tmp_cg
|
|
= SampleCurve(uniform_n,tmp_cf);\n\t\t\t\t float2 tmp_ch = float2(tmp_cg,
|
|
tmp_cg);\n\t\t\t\t float2 tmp_ci = float2(attributes.size, attributes.size);\n\t\t\t\t
|
|
float2 tmp_cj = tmp_ch * tmp_ci;\n\t\t\t\t float2 tmp_ck = tmp_cj * uniform_o;\n\t\t\t\t
|
|
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
|
|
tmp_ck);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC944( /*inout
|
|
*/attributes.pivotZ, (float)0.180000007);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
|
|
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 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\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\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\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t normalBendingFactor = (float)0.300000012;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\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
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|
= 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
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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 ||
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|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat
|
|
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
|
|
alphaThreshold = (float)0.0299999993;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\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\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#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)0.101963297;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
|
|
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
|
|
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
|
|
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
|
|
\n\t\t\t\t\t\t\t\t\t thickness = (float)0.0517575406;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
|
|
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat
|
|
normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
|
|
normalScale = (float)2;\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_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
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|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_GBUFFER\n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t
|
|
\n\t\t #ifndef VFX_SHADERGRAPH\n\t\t \n\t\t void 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\n\t\t \t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t
|
|
\tuint diffusionProfileHash = (uint)0;\n\t\t \t{\n\t\t \t \n\t\t
|
|
\t diffusionProfileHash = (uint)1078544746;\n\t\t \t}\n\t\t \t\n //
|
|
Loads diffusion profile\n\t\t \t#else\n\t\t \tconst uint diffusionProfileHash
|
|
= 0;\n\t\t \t#endif\n\t\t \t\n\t\t \tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t
|
|
\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t \tPositionInputs posInput =
|
|
GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t
|
|
\t\n\t\t \tfloat alpha;\n\t\t \tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t
|
|
\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t
|
|
\n\t\t \tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t
|
|
\t\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t //TODO: investigate
|
|
why this is needed\n\t\t preLightData.coatPartLambdaV = 0;\n\t\t
|
|
preLightData.coatIblR = 0;\n\t\t preLightData.coatIblF = 0;\n\t\t
|
|
\n\t\t \tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t
|
|
}\n\t\t \n\t\t void VFXGetHDRPLitData(out SurfaceData surfaceData, out
|
|
BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData
|
|
uvData)\n\t\t {\n\t\t \tBSDFData bsdfData = (BSDFData)0;\n\t\t \tPreLightData
|
|
preLightData = (PreLightData)0;\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t
|
|
\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t
|
|
}\n\t\t \n\t\t #endif\n\t\t \n\t\t \n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t
|
|
\n\t\t \n\t\t\n\t\t\t\t\t\n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid
|
|
frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t,
|
|
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\n\t\t
|
|
#ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t SurfaceData
|
|
surface;\n\t\t BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t
|
|
builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures
|
|
= MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion
|
|
= 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t surface.subsurfaceMask
|
|
= 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t
|
|
builtin.opacity = OUTSG.;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t
|
|
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
|
|
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t
|
|
#endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
|
|
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
|
|
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
|
|
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
|
|
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
|
|
\n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t
|
|
ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t
|
|
#else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t
|
|
#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
|
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
|
|
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
|
|
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
|
|
enable_d3d11_debug_symbols\n\t\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|
|
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
|
|
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\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\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|
|
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
|
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
|
z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|
|
|| SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
|
|
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
|
|
posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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\t\n\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
|
|
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
|
|
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
|
|
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
|
|
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|
|
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT
|
|
tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
|
|
bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.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_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
targetPosition = TargetPosition;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85874(inout
|
|
float3 targetPosition, VFXSampler2D attributeMap, float2 SamplePosition, float
|
|
LOD, float3 valueBias, float3 valueScale) /*attribute:targetPosition Composition:Add
|
|
SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3
|
|
value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition
|
|
+= value;\n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, inout float3
|
|
axisY, inout float3 axisZ, inout float3 position, inout float pivotY, float
|
|
size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_496B4028(inout
|
|
float size, uint particleId, float4 Size, uint Seed) /*attribute:size Composition:Overwrite
|
|
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
|
|
ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
|
|
float value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout
|
|
float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot
|
|
Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
|
|
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC944(inout float pivotZ,
|
|
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
|
|
channels:Z */\n\t\t\t{\n\t\t\t pivotZ = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\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\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#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\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.particleId = (attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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.particleId
|
|
= (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bs = attributes.velocity * float3(0.0250000004, 0.0250000004, 0.0250000004);\n\t\t\t\t
|
|
float3 tmp_bu = tmp_bs * tmp_bs;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
|
|
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
|
|
float tmp_cb = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cd = tmp_cb
|
|
* (float)-0.400000006;\n\t\t\t\t float3 tmp_ce = float3((float)0, tmp_cd,
|
|
(float)0);\n\t\t\t\t float3 tmp_cf = tmp_bs + tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = attributes.position - uniform_b;\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj
|
|
= tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float
|
|
tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t
|
|
float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t uint tmp_cp = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t\t
|
|
float tmp_cs = tmp_cq * (float)0.200000048;\n\t\t\t\t float tmp_ct = (float)0.899999976
|
|
+ tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cn * tmp_ct;\n\t\t\t\t float tmp_cv
|
|
= SampleCurve(uniform_c,tmp_cu);\n\t\t\t\t float3 tmp_cw = float3(tmp_cv,
|
|
tmp_cv, tmp_cv);\n\t\t\t\t float3 tmp_cx = tmp_cg * tmp_cw;\n\t\t\t\t
|
|
float3 tmp_cz = tmp_cx * float3(1.00999999, 1.00999999, 1.00999999);\n\t\t\t\t
|
|
float3 tmp_da = tmp_cf + tmp_cz;\n\t\t\t\t float3 tmp_db = tmp_da + attributes.targetPosition;\n\t\t\t\t
|
|
SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[1];\n\t\t\t\t
|
|
float3 tmp_bt = attributes.targetPosition - uniform_e;\n\t\t\t\t float3
|
|
tmp_bu = tmp_bt / uniform_f;\n\t\t\t\t float tmp_bv = tmp_bu[0];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[2];\n\t\t\t\t float2 tmp_bx = float2(tmp_bv, tmp_bw);\n\t\t\t\t
|
|
float2 tmp_bz = tmp_bx + float2(0.5, 0.5);\n\t\t\t\t float4 tmp_cb = SampleTexture(VFX_SAMPLER(texture_b),tmp_bz,(float)0);\n\t\t\t\t
|
|
float tmp_cc = tmp_cb[0];\n\t\t\t\t float tmp_cd = tmp_cc * uniform_g;\n\t\t\t\t
|
|
float tmp_ce = tmp_cd + uniform_h;\n\t\t\t\t float tmp_cf = max(tmp_bs,
|
|
tmp_ce);\n\t\t\t\t float tmp_cg = attributes.targetPosition[2];\n\t\t\t\t
|
|
float3 tmp_ch = float3(tmp_br, tmp_cf, tmp_cg);\n\t\t\t\t SetAttribute_2CF4000A(
|
|
/*inout */attributes.targetPosition, tmp_ch);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[2];\n\t\t\t\t
|
|
float2 tmp_bt = float2(tmp_br, tmp_bs);\n\t\t\t\t float2 tmp_bu = tmp_bt
|
|
+ uniform_i;\n\t\t\t\t float2 tmp_bv = tmp_bu / uniform_j;\n\t\t\t\t
|
|
float3 tmp_by = float3(attributes.alpha, attributes.alpha, attributes.alpha);\n\t\t\t\t
|
|
float3 tmp_bz = uniform_k * tmp_by;\n\t\t\t\t AttributeFromMap_62C85874(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_c, samplerattributeMap_c),
|
|
tmp_bv, (float)2, float3(-0.5, -0.5, -0.5), tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_br = mul(uniform_l, float4(attributes.targetPosition, 1.0)).xyz;\n\t\t\t\t
|
|
ConnectTarget_0( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, tmp_br, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
AttributeFromCurve_496B4028( /*inout */attributes.size, attributes.particleId,
|
|
Size_e, (uint)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_br = attributes.position
|
|
* attributes.position;\n\t\t\t\t float tmp_bs = tmp_br[2];\n\t\t\t\t
|
|
float tmp_bt = tmp_br[1];\n\t\t\t\t float tmp_bu = tmp_bs + tmp_bt;\n\t\t\t\t
|
|
float tmp_bv = tmp_br[0];\n\t\t\t\t float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t
|
|
float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t\t\t uint tmp_ca = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cb = FixedRand(tmp_ca);\n\t\t\t\t
|
|
float tmp_cd = tmp_cb * (float)14;\n\t\t\t\t float tmp_ce = (float)-7 +
|
|
tmp_cd;\n\t\t\t\t float tmp_cf = tmp_by + tmp_ce;\n\t\t\t\t float tmp_cg
|
|
= SampleCurve(uniform_n,tmp_cf);\n\t\t\t\t float2 tmp_ch = float2(tmp_cg,
|
|
tmp_cg);\n\t\t\t\t float2 tmp_ci = float2(attributes.size, attributes.size);\n\t\t\t\t
|
|
float2 tmp_cj = tmp_ch * tmp_ci;\n\t\t\t\t float2 tmp_ck = tmp_cj * uniform_o;\n\t\t\t\t
|
|
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
|
|
tmp_ck);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC944( /*inout
|
|
*/attributes.pivotZ, (float)0.180000007);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
|
|
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 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\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\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\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t normalBendingFactor = (float)0.300000012;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\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\tfloat
|
|
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
|
|
alphaThreshold = (float)0.0299999993;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\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\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#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)0.101963297;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
|
|
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
|
|
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
|
|
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
|
|
\n\t\t\t\t\t\t\t\t\t thickness = (float)0.0517575406;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
|
|
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat
|
|
normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
|
|
normalScale = (float)2;\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_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 \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
|
|
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
|
|
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
|
|
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
|
|
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
|
|
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\n\t\t\t\t\t\t\t\n\t\t
|
|
\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t,
|
|
out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
|
|
frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
|
|
out float4 outMotionVector : SV_Target1\n\t\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\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
|
|
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
|
|
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
|
|
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
|
|
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
|
|
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
|
|
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
|
|
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
|
|
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
|
|
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
|
|
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
|
|
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
|
|
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
|
|
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
|
|
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
|
|
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
|
|
#else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t
|
|
#endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\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#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
|
|
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a
|
|
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
|
|
for motion vector pass\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t#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\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
|
|
pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
|
|
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \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#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\n\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.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_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
targetPosition = TargetPosition;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85874(inout
|
|
float3 targetPosition, VFXSampler2D attributeMap, float2 SamplePosition, float
|
|
LOD, float3 valueBias, float3 valueScale) /*attribute:targetPosition Composition:Add
|
|
SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3
|
|
value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition
|
|
+= value;\n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, inout float3
|
|
axisY, inout float3 axisZ, inout float3 position, inout float pivotY, float
|
|
size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_496B4028(inout
|
|
float size, uint particleId, float4 Size, uint Seed) /*attribute:size Composition:Overwrite
|
|
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
|
|
ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
|
|
float value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout
|
|
float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot
|
|
Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
|
|
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC944(inout float pivotZ,
|
|
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
|
|
channels:Z */\n\t\t\t{\n\t\t\t pivotZ = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\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\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#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\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.particleId = (attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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.particleId
|
|
= (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x40004) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xC0000) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0xC0003) << 2));\n\t\t\t\t\t\tattributes.texIndex
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x40003) << 2));\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (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
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.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\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\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bs = attributes.velocity * float3(0.0250000004, 0.0250000004, 0.0250000004);\n\t\t\t\t
|
|
float3 tmp_bu = tmp_bs * tmp_bs;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
|
|
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
|
|
float tmp_cb = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cd = tmp_cb
|
|
* (float)-0.400000006;\n\t\t\t\t float3 tmp_ce = float3((float)0, tmp_cd,
|
|
(float)0);\n\t\t\t\t float3 tmp_cf = tmp_bs + tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = attributes.position - uniform_b;\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj
|
|
= tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float
|
|
tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t
|
|
float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t uint tmp_cp = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t\t
|
|
float tmp_cs = tmp_cq * (float)0.200000048;\n\t\t\t\t float tmp_ct = (float)0.899999976
|
|
+ tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cn * tmp_ct;\n\t\t\t\t float tmp_cv
|
|
= SampleCurve(uniform_c,tmp_cu);\n\t\t\t\t float3 tmp_cw = float3(tmp_cv,
|
|
tmp_cv, tmp_cv);\n\t\t\t\t float3 tmp_cx = tmp_cg * tmp_cw;\n\t\t\t\t
|
|
float3 tmp_cz = tmp_cx * float3(1.00999999, 1.00999999, 1.00999999);\n\t\t\t\t
|
|
float3 tmp_da = tmp_cf + tmp_cz;\n\t\t\t\t float3 tmp_db = tmp_da + attributes.targetPosition;\n\t\t\t\t
|
|
SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[1];\n\t\t\t\t
|
|
float3 tmp_bt = attributes.targetPosition - uniform_e;\n\t\t\t\t float3
|
|
tmp_bu = tmp_bt / uniform_f;\n\t\t\t\t float tmp_bv = tmp_bu[0];\n\t\t\t\t
|
|
float tmp_bw = tmp_bu[2];\n\t\t\t\t float2 tmp_bx = float2(tmp_bv, tmp_bw);\n\t\t\t\t
|
|
float2 tmp_bz = tmp_bx + float2(0.5, 0.5);\n\t\t\t\t float4 tmp_cb = SampleTexture(VFX_SAMPLER(texture_b),tmp_bz,(float)0);\n\t\t\t\t
|
|
float tmp_cc = tmp_cb[0];\n\t\t\t\t float tmp_cd = tmp_cc * uniform_g;\n\t\t\t\t
|
|
float tmp_ce = tmp_cd + uniform_h;\n\t\t\t\t float tmp_cf = max(tmp_bs,
|
|
tmp_ce);\n\t\t\t\t float tmp_cg = attributes.targetPosition[2];\n\t\t\t\t
|
|
float3 tmp_ch = float3(tmp_br, tmp_cf, tmp_cg);\n\t\t\t\t SetAttribute_2CF4000A(
|
|
/*inout */attributes.targetPosition, tmp_ch);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_br = attributes.targetPosition[0];\n\t\t\t\t float tmp_bs = attributes.targetPosition[2];\n\t\t\t\t
|
|
float2 tmp_bt = float2(tmp_br, tmp_bs);\n\t\t\t\t float2 tmp_bu = tmp_bt
|
|
+ uniform_i;\n\t\t\t\t float2 tmp_bv = tmp_bu / uniform_j;\n\t\t\t\t
|
|
float3 tmp_by = float3(attributes.alpha, attributes.alpha, attributes.alpha);\n\t\t\t\t
|
|
float3 tmp_bz = uniform_k * tmp_by;\n\t\t\t\t AttributeFromMap_62C85874(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_c, samplerattributeMap_c),
|
|
tmp_bv, (float)2, float3(-0.5, -0.5, -0.5), tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_br = mul(uniform_l, float4(attributes.targetPosition, 1.0)).xyz;\n\t\t\t\t
|
|
ConnectTarget_0( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, tmp_br, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
AttributeFromCurve_496B4028( /*inout */attributes.size, attributes.particleId,
|
|
Size_e, (uint)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_br = attributes.position
|
|
* attributes.position;\n\t\t\t\t float tmp_bs = tmp_br[2];\n\t\t\t\t
|
|
float tmp_bt = tmp_br[1];\n\t\t\t\t float tmp_bu = tmp_bs + tmp_bt;\n\t\t\t\t
|
|
float tmp_bv = tmp_br[0];\n\t\t\t\t float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t
|
|
float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t\t\t uint tmp_ca = attributes.particleId
|
|
^ asuint(uniform_d);\n\t\t\t\t float tmp_cb = FixedRand(tmp_ca);\n\t\t\t\t
|
|
float tmp_cd = tmp_cb * (float)14;\n\t\t\t\t float tmp_ce = (float)-7 +
|
|
tmp_cd;\n\t\t\t\t float tmp_cf = tmp_by + tmp_ce;\n\t\t\t\t float tmp_cg
|
|
= SampleCurve(uniform_n,tmp_cf);\n\t\t\t\t float2 tmp_ch = float2(tmp_cg,
|
|
tmp_cg);\n\t\t\t\t float2 tmp_ci = float2(attributes.size, attributes.size);\n\t\t\t\t
|
|
float2 tmp_cj = tmp_ch * tmp_ci;\n\t\t\t\t float2 tmp_ck = tmp_cj * uniform_o;\n\t\t\t\t
|
|
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
|
|
tmp_ck);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC944( /*inout
|
|
*/attributes.pivotZ, (float)0.180000007);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
|
|
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\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#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 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\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\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\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
|
|
\n\t\t\t\t normalBendingFactor = (float)0.300000012;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\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\tfloat
|
|
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
|
|
alphaThreshold = (float)0.0299999993;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\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\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t#ifdef
|
|
VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\n\t\t\n\t\t\t\t\n\t\t\n\t\t\t\tfloat alpha
|
|
= OUTSG.;\n\t\t\t#else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
|
|
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
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0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
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