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7254 行
298 KiB
7254 行
298 KiB
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contents: 'This time node loops every period and interpolates an output from
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In this example it will interpolate from -12 to
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This animated mask shrinks down the cubes and reveals
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- title: Storing Only the Y Scale
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|
position:
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serializedVersion: 2
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x: 5165
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y: 112
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width: 251
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height: 169
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contents: 'We compute the length of the sticks in the initialize context : as
|
|
it is the only value that will vary, it is not necessary to store size X and
|
|
size Z into the particle data.
|
|
|
|
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|
As such, they will be computed in the
|
|
Output context.'
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theme: Classic
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textSize: Small
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- title: Non-Uniform Random from Curve
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position:
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serializedVersion: 2
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x: 4293
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y: 144
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|
width: 370
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height: 117
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contents: 'Using the "Set Scale from Curve" with a sample Mode of "RandomUniformPerParticle"
|
|
will fetch a random position to read the curve, then return the read value.
|
|
|
|
|
|
This
|
|
way, you can perform non-uniform distribution by reading from curves.'
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theme: Classic
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textSize: Small
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- title: Using Point Caches
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position:
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width: 263
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height: 182
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contents: '
|
|
|
|
By Importing a pCache file, it creates a point cache asset
|
|
that you can reference in a Point Cache operator.
|
|
|
|
|
|
By selecting your
|
|
asset, the operator creates one slot for the point count, then any texture
|
|
slots for each attribute map.
|
|
|
|
|
|
Then, you can use these textures in "Attribute
|
|
From Map" blocks.'
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theme: Classic
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textSize: Small
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contents: 'This block performs reading a value from a texture based on various
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|
indices (particleIndex, indexRelative, Random) or by using regular texture
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|
Sampling (2D or 3D)
|
|
|
|
|
|
In this example, we get a random position and color
|
|
for each particle. The position and the color will be fetched from the same
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point in the cache as we use a RandomUniformPerParticle sample Mode.
|
|
|
|
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'
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theme: Classic
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textSize: Small
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- title: Applying the Blend Mask
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position:
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y: 949
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width: 273
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contents: '
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Once Computed, the blend mask is used to composite values
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|
to the initial values.
|
|
|
|
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|
* Angles are scaled from their initial values.
|
|
|
|
|
|
*
|
|
Color and Size are blended towards teal and small 0.1 unit cubes.'
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theme: Classic
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textSize: Small
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- title: Modifying Attributes in Output Contexts
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position:
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serializedVersion: 2
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y: 1204
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width: 277
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height: 167
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contents: '
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|
|
|
Output Contexts get the Simulated Data (or Initial Data if
|
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there is no update, like this example), as read only every frame, so every
|
|
modification made to the attributes is only used for rendering.'
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|
theme: Classic
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|
textSize: Small
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|
- title: No Update Context
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|
position:
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|
serializedVersion: 2
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|
x: 5003
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y: 364
|
|
width: 196
|
|
height: 115
|
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contents: 'In this system, we do not have an upate Context as it is not needed.
|
|
|
|
|
|
Data
|
|
is computed once (Spawn Burst) then reused every frame in the Output Context.'
|
|
theme: Classic
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|
textSize: Small
|
|
- title: Setting Material Attributes
|
|
position:
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|
serializedVersion: 2
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|
x: 4450
|
|
y: 551
|
|
width: 243
|
|
height: 109
|
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contents: Material Attributes from the output context can also be animated from
|
|
the graph! Here, we animate the Metallic property of the material.
|
|
theme: Classic
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name: '[System 1]Initialize Particle'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
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1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
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VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
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1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define
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VFX_USE_SEED_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT
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1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define
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VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
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float4 Scale_e;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n
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uint particleId;\n float3 color;\n float angleX;\n uint seed;\n
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float angleZ;\n float scaleY;\n float scaleX;\n float scaleZ;\n};\n\nstruct
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SourceAttributes\n{\n};\n\nTexture2D attributeMap_a;\nSamplerState samplerattributeMap_a;\nfloat4
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attributeMap_a_TexelSize;\nTexture2D attributeMap_b;\nSamplerState samplerattributeMap_b;\nfloat4
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attributeMap_b_TexelSize;\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
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&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
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sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
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uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
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Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
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uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
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USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
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deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
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API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
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eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
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stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
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AttributeFromMap_6F6C36D5(inout float3 position, uint particleId, VFXSampler2D
|
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attributeMap, uint Seed, float3 valueBias, float3 valueScale) /*attribute:position
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Composition:Overwrite SampleMode:RandomConstantPerParticle channels:XYZ */\n{\n
|
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\n uint width, height;\n attributeMap.t.GetDimensions(width, height);\n
|
|
uint count = width * height;\n uint id = FIXED_RAND(Seed) * count;\n
|
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uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x,
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|
y, 0));\n value = (value + valueBias) * valueScale;\n position = value;\n}\nvoid
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AttributeFromMap_9AACC55(inout float3 color, uint particleId, VFXSampler2D
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attributeMap, uint Seed, float3 valueBias, float3 valueScale) /*attribute:color
|
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Composition:Overwrite SampleMode:RandomConstantPerParticle channels:XYZ */\n{\n
|
|
\n uint width, height;\n attributeMap.t.GetDimensions(width, height);\n
|
|
uint count = width * height;\n uint id = FIXED_RAND(Seed) * count;\n
|
|
uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x,
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y, 0));\n value = (value + valueBias) * valueScale;\n color = value;\n}\nvoid
|
|
SetAttribute_48A7C213(inout float angleX, inout uint seed, float A, float B)
|
|
/*attribute:angle Composition:Overwrite Source:Slot Random:Uniform channels:X
|
|
*/\n{\n angleX = lerp(A.x,B.x,RAND);\n}\nvoid SetAttribute_48A7C211(inout
|
|
float angleZ, inout uint seed, float A, float B) /*attribute:angle Composition:Overwrite
|
|
Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(A.x,B.x,RAND);\n}\nvoid
|
|
AttributeFromCurve_5E96E8EC(inout float scaleY, uint particleId, float4 Scale,
|
|
uint Seed) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
|
|
SampleMode:RandomConstantPerParticle Mode:PerComponent ColorMode:ColorAndAlpha
|
|
channels:Y */\n{\n float t = FIXED_RAND(Seed);\n float value = 0.0f;\n
|
|
value = SampleCurve(Scale, t);\n scaleY = value.x;\n}\n\n\r\n\r\n#if HAS_STRIPS\r\nbool
|
|
GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint
|
|
relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
|
|
1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip
|
|
is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
|
|
-1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
|
|
= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
|
|
+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
|
: 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.color = float3(1, 1, 1);\n attributes.angleX = (float)0;\n
|
|
attributes.seed = (uint)0;\n attributes.angleZ = (float)0;\n
|
|
attributes.scaleY = (float)1;\n attributes.scaleX = (float)1;\n
|
|
attributes.scaleZ = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
|
|
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
|
|
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
|
|
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
|
|
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
|
|
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
|
|
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
|
|
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
|
|
with strip\r\n#endif\r\n \r\n {\n AttributeFromMap_6F6C36D5(
|
|
/*inout */attributes.position, attributes.particleId, GetVFXSampler(attributeMap_a,
|
|
samplerattributeMap_a), (uint)0, float3(-0.5, 0, -3.20000005), float3(1, 1,
|
|
1));\n }\n {\n AttributeFromMap_9AACC55( /*inout */attributes.color,
|
|
attributes.particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b),
|
|
(uint)0, float3(0, 0, 0), float3(1, 1, 1));\n }\n {\n
|
|
SetAttribute_48A7C213( /*inout */attributes.angleX, /*inout */attributes.seed,
|
|
(float)-45, (float)45);\n }\n {\n SetAttribute_48A7C211(
|
|
/*inout */attributes.angleZ, /*inout */attributes.seed, (float)-45, (float)45);\n
|
|
}\n {\n AttributeFromCurve_5E96E8EC( /*inout */attributes.scaleY,
|
|
attributes.particleId, Scale_e, (uint)0);\n }\n \n\r\n\t\t\r\n#if
|
|
VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n
|
|
{\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
|
|
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
|
|
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x9D00) << 2,asuint(attributes.color));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x9D03) << 2,asuint(attributes.angleX));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x9D04) << 2,asuint(attributes.angleZ));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x9D05) << 2,asuint(attributes.scaleY));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x9D06) << 2,asuint(attributes.scaleX));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x9D07) << 2,asuint(attributes.scaleZ));\n
|
|
\n\r\n }\r\n }\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 1]Output Particle Lit Cube'
|
|
source: "Shader \"Hidden/VFX/MorphingFace/System 1/Output Particle Lit Cube\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
Back\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\"
|
|
\"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
|
|
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
|
|
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
|
|
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
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(2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
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1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
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1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
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1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
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VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
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1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
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1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
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VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
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VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS
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1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define HDRP_LIT 1\n\t\t#define
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HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define
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IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
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VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
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float uniform_b;\n\t\t float currentFrameIndex;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
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Attributes\n\t\t{\n\t\t float3 position;\n\t\t float3 color;\n\t\t
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float angleX;\n\t\t float angleZ;\n\t\t float scaleY;\n\t\t float
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alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t
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float3 axisZ;\n\t\t float angleY;\n\t\t float pivotX;\n\t\t float
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pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t float scaleX;\n\t\t
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float scaleZ;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define
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VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
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HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
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VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
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attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
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indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
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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
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WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
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elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
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nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
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to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
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VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
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unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
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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
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{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
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Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
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target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
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USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y:
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alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
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VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
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TEXCOORD2;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
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VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
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VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
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builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
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VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
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cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if
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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
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SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
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&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
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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
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
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SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale)
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/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ
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*/\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid
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SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
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Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
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SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply
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Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid
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SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply
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Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid
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SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color
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Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
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color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout
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float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend)
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/*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
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scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t
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scaleZ = lerp(scaleZ,Scale.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
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vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
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vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
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i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
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|
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
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|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
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= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
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|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
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|
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
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|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
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|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ,
|
|
float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t
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|
float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t
|
|
float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb
|
|
= tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc
|
|
= tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be
|
|
= tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float
|
|
tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t
|
|
float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi,
|
|
tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
|
|
tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout
|
|
*/attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
|
|
float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
|
|
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
|
|
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
|
|
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
|
|
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
|
|
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
|
|
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
|
|
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
|
|
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
|
|
= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
|
|
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
|
|
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
|
|
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
|
|
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
|
|
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
|
|
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
|
|
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
|
|
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
|
|
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
|
|
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
|
|
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
|
|
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
|
|
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
|
|
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
|
|
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
|
|
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
|
|
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
|
|
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
|
|
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
|
|
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
|
|
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
|
|
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
|
|
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
|
|
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
|
|
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
|
|
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
|
|
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
|
|
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
|
|
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
|
|
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
|
|
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
|
|
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
|
|
_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
|
|
(float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
|
|
Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\"
|
|
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
|
|
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_ALPHA_TEST
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD2;\n\t\t\t\tfloat4
|
|
cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
|
|
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
|
|
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale)
|
|
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ
|
|
*/\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color
|
|
Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout
|
|
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend)
|
|
/*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t
|
|
scaleZ = lerp(scaleZ,Scale.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
|
|
i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
|
|
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
|
|
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
|
|
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ,
|
|
float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t
|
|
float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t
|
|
float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb
|
|
= tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc
|
|
= tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be
|
|
= tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float
|
|
tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t
|
|
float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi,
|
|
tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
|
|
tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout
|
|
*/attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
|
|
float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
|
|
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
|
|
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
|
|
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
|
|
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
|
|
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
|
|
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
|
|
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
|
|
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
|
|
= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
|
|
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
|
|
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
|
|
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
|
|
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
|
|
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
|
|
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
|
|
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
|
|
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
|
|
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
|
|
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
|
|
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
|
|
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
|
|
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
|
|
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
|
|
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
|
|
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
|
|
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
|
|
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
|
|
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
|
|
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
|
|
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
|
|
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
|
|
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
|
|
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
|
|
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
|
|
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
|
|
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
|
|
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
|
|
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
|
|
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
|
|
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
|
|
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
|
|
_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
|
|
(float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
|
|
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
|
|
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
|
|
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_ALPHA_TEST
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD2;\n\t\t\t\tfloat4
|
|
cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
|
|
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
|
|
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale)
|
|
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ
|
|
*/\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color
|
|
Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout
|
|
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend)
|
|
/*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t
|
|
scaleZ = lerp(scaleZ,Scale.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
|
|
i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
|
|
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
|
|
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
|
|
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ,
|
|
float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t
|
|
float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t
|
|
float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb
|
|
= tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc
|
|
= tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be
|
|
= tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float
|
|
tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t
|
|
float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi,
|
|
tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
|
|
tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout
|
|
*/attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
|
|
float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
|
|
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
|
|
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
|
|
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
|
|
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
|
|
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
|
|
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
|
|
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
|
|
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
|
|
= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
|
|
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
|
|
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
|
|
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
|
|
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
|
|
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
|
|
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
|
|
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
|
|
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
|
|
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
|
|
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
|
|
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
|
|
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
|
|
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
|
|
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
|
|
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
|
|
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
|
|
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
|
|
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
|
|
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
|
|
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
|
|
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
|
|
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
|
|
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
|
|
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
|
|
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
|
|
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
|
|
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
|
|
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
|
|
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
|
|
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
|
|
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
|
|
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
|
|
_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
|
|
(float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
|
|
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
|
|
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define
|
|
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|
|
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|
|
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
|
|
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
|
|
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\t#if USE_SOFT_PARTICLE
|
|
|| USE_ALPHA_TEST\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
|
|
y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
|
|
offsets : TEXCOORD3;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD4;\n\t\t\t\tnointerpolation
|
|
float3 rotY : TEXCOORD5;\t\t\n\t\t\t\t\n\t\t\t\t#if HDRP_NEEDS_UVS\n\t\t\t\tnointerpolation
|
|
uint faceID : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
|
|
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
|
|
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
|
|
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
|
|
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
|
|
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
|
|
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
|
|
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
|
|
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\n\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
|
|
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
|
|
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_OFFSETS
|
|
offsets\n\t\t#define VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#if
|
|
HDRP_NEEDS_UVS\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\n\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale)
|
|
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ
|
|
*/\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color
|
|
Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout
|
|
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend)
|
|
/*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t
|
|
scaleZ = lerp(scaleZ,Scale.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
|
|
i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
|
|
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
|
|
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
|
|
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ,
|
|
float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t
|
|
float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t
|
|
float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb
|
|
= tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc
|
|
= tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be
|
|
= tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float
|
|
tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t
|
|
float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi,
|
|
tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
|
|
tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout
|
|
*/attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
|
|
float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
|
|
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
|
|
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
|
|
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
|
|
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
|
|
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
|
|
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
|
|
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
|
|
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
|
|
= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
|
|
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
|
|
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
|
|
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
|
|
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
|
|
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
|
|
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
|
|
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
|
|
smoothness = (float)0.699999988;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
|
|
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
|
|
float tmp_x = attributes.position[1];\n\t\t\t\t\t\t\t\t\t float tmp_y =
|
|
tmp_x - uniform_b;\n\t\t\t\t\t\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t\t\t\t\t\t
|
|
float tmp_bb = tmp_z - (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_bd = tmp_bb
|
|
/ (float)6;\n\t\t\t\t\t\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t\t\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t\t\t\t\t\t float tmp_bh =
|
|
(float)2 * tmp_bg;\n\t\t\t\t\t\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t\t\t\t\t\t
|
|
float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t\t\t\t\t\t float tmp_bk = tmp_bj
|
|
* tmp_bg;\n\t\t\t\t\t\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t\t\t\t\t\t
|
|
float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t\t\t\t\t\t float tmp_bo = max(tmp_bn,
|
|
(float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bp = min(tmp_bo, (float)1);\n\t\t\t\t\t\t\t\t\t
|
|
\n\t\t\t\t\t\t\t\t\t metallic = tmp_bp;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
|
|
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
|
|
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
|
|
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
|
|
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
|
|
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
|
|
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
|
|
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
|
|
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
|
|
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
|
|
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
|
|
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
|
|
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
|
|
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
|
|
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
|
|
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
|
|
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
|
|
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
|
|
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
|
|
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
|
|
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
|
|
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
|
|
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
|
|
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
|
|
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
|
|
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
|
|
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
|
|
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
|
|
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
|
|
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
|
|
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
|
|
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
|
|
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
|
|
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
|
|
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
|
|
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
|
|
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
|
|
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
|
|
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
|
|
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
|
|
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
|
|
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
|
|
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
|
|
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
|
|
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
|
|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
|
|
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
|
|
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#if
|
|
!USE_DOUBLE_SIDED\t\n\t\t\t\tconst bool frontFace = true;\n\t\t#endif\n\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tconst
|
|
VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));\n\t\t\t\t\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\tnormalWS = VFXCubeTransformNormalTS(i,n,frontFace);\n\t\t\t\tnormalWS
|
|
= lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);\n\t\t\t\t#else\n\t\t\t\tnormalWS
|
|
= VFXCubeGetLocalNormal(i) * faceMul;\n\t\t\t\t#endif\n\t\t\t\tnormalWS = VFXCubeTransformNormalWS(i,normalWS);\n\t\t\t\tnormalWS
|
|
= normalize(normalWS);\n\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
|
|
Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
|
|
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#if
|
|
!USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat3
|
|
offsets : TEXCOORD0;\n\t\t\t\t\n\t\t\t\t#if VFX_USE_ALPHA_CURRENT || USE_ALPHA_TEST
|
|
\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation
|
|
uint faceID : TEXCOORD2;\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#if
|
|
USE_ALPHA_TEST\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define
|
|
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#endif\n\t\t#define VFX_VARYING_OFFSETS
|
|
offsets\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t\n\t\t\n\t\t\n\t\t #define
|
|
SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
|
|
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
|
|
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale)
|
|
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ
|
|
*/\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply
|
|
Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color
|
|
Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout
|
|
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend)
|
|
/*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t
|
|
scaleZ = lerp(scaleZ,Scale.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
|
|
i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
|
|
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
|
|
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
|
|
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ,
|
|
float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t
|
|
float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t
|
|
float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb
|
|
= tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc
|
|
= tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be
|
|
= tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float
|
|
tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t
|
|
float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi,
|
|
tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color,
|
|
float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
|
|
tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t
|
|
float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t
|
|
float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2
|
|
* tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float
|
|
tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
|
|
float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t
|
|
SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout
|
|
*/attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t
|
|
float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t
|
|
float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2
|
|
* tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float
|
|
tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
|
|
float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t
|
|
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
|
|
float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
|
|
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
|
|
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
|
|
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
|
|
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
|
|
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
|
|
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
|
|
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
|
|
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
|
|
= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
|
|
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
|
|
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
|
|
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
|
|
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
|
|
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
|
|
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
|
|
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
|
|
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
|
|
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
|
|
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
|
|
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
|
|
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
|
|
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
|
|
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
|
|
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
|
|
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
|
|
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
|
|
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
|
|
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
|
|
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
|
|
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
|
|
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
|
|
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
|
|
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
|
|
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
|
|
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
|
|
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
|
|
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
|
|
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
|
|
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
|
|
*= VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(baseColorMap),i,VFXCubeGetUV(i)).a;\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
|
|
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 1]MotionVector'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
|
|
1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
|
|
VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
|
|
1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define
|
|
VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT
|
|
1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define
|
|
VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT
|
|
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
|
float uniform_b;\n float currentFrameIndex;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
|
|
Attributes\n{\n float3 position;\n float3 color;\n float angleX;\n
|
|
float angleZ;\n float scaleY;\n float alpha;\n bool alive;\n float3
|
|
axisX;\n float3 axisY;\n float3 axisZ;\n float angleY;\n float
|
|
pivotX;\n float pivotY;\n float pivotZ;\n float size;\n float scaleX;\n
|
|
float scaleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
|
|
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
|
|
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
|
|
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
|
|
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_D5151640(inout
|
|
float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite
|
|
Source:Slot Random:Off channels:XZ */\n{\n scaleX = Scale.x;\n scaleZ
|
|
= Scale.y;\n}\nvoid SetAttribute_545F0ED(inout float3 color, float3 Color)
|
|
/*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n color *= Color;\n}\nvoid SetAttribute_501D4123(inout float angleX,
|
|
float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off
|
|
channels:X */\n{\n angleX *= Angle.x;\n}\nvoid SetAttribute_501D4121(inout
|
|
float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot
|
|
Random:Off channels:Z */\n{\n angleZ *= Angle.x;\n}\nvoid SetAttribute_18B2FD0(inout
|
|
float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend
|
|
Source:Slot Random:Off channels:XYZ */\n{\n color = lerp(color,Color,Blend);\n}\nvoid
|
|
SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ,
|
|
float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot
|
|
Random:Off channels:XYZ */\n{\n scaleX = lerp(scaleX,Scale.x,Blend);\n
|
|
scaleY = lerp(scaleY,Scale.y,Blend);\n scaleZ = lerp(scaleZ,Scale.z,Blend);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
|
CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
|
|
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
|
|
= (bool)true;\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\nattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\nattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\nattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\nattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\nattributes.alpha
|
|
= (float)1;\nattributes.axisX = float3(1, 0, 0);\nattributes.axisY = float3(0,
|
|
1, 0);\nattributes.axisZ = float3(0, 0, 1);\nattributes.angleY = (float)0;\nattributes.pivotX
|
|
= (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.size
|
|
= (float)0.100000001;\nattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D06) << 2));\nattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x9D07) << 2));\n\n\r\n\t\t\t{\n\t\t\t SetAttribute_D5151640( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleZ, float2(0.5, 0.5));\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
float tmp_x = attributes.color[0];\n\t\t\t float tmp_y = attributes.color[1];\n\t\t\t
|
|
float tmp_z = attributes.color[2];\n\t\t\t float4 tmp_bb = float4(tmp_x,
|
|
tmp_y, tmp_z, (float)1);\n\t\t\t float4 tmp_bd = tmp_bb * float4(0.298999995,
|
|
0.587000012, 0.114, 0);\n\t\t\t float tmp_be = tmp_bd[3];\n\t\t\t float
|
|
tmp_bf = tmp_bd[2];\n\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t float
|
|
tmp_bh = tmp_bd[1];\n\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t float
|
|
tmp_bj = tmp_bd[0];\n\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t float3
|
|
tmp_bl = float3(tmp_bk, tmp_bk, tmp_bk);\n\t\t\t SetAttribute_545F0ED( /*inout
|
|
*/attributes.color, tmp_bl);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED(
|
|
/*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb - (float)1;\n\t\t\t
|
|
float tmp_bf = tmp_bd / (float)6;\n\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t
|
|
float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t float tmp_bj = (float)2 *
|
|
tmp_bi;\n\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t float tmp_bl
|
|
= tmp_bk * tmp_bi;\n\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t float
|
|
tmp_bn = tmp_bm * (float)2;\n\t\t\t float tmp_bp = tmp_bn + (float)-1;\n\t\t\t
|
|
SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bp);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
float tmp_z = attributes.position[1];\n\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t
|
|
float tmp_bb = abs(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb - (float)1;\n\t\t\t
|
|
float tmp_bf = tmp_bd / (float)6;\n\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t
|
|
float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t float tmp_bj = (float)2 *
|
|
tmp_bi;\n\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t float tmp_bl
|
|
= tmp_bk * tmp_bi;\n\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t float
|
|
tmp_bn = tmp_bm * (float)2;\n\t\t\t float tmp_bp = tmp_bn + (float)-1;\n\t\t\t
|
|
SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bp);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
float tmp_bb = attributes.position[1];\n\t\t\t float tmp_bc = tmp_bb - uniform_b;\n\t\t\t
|
|
float tmp_bd = abs(tmp_bc);\n\t\t\t float tmp_be = tmp_bd - (float)1;\n\t\t\t
|
|
float tmp_bg = tmp_be / (float)6;\n\t\t\t float tmp_bi = max(tmp_bg, (float)0);\n\t\t\t
|
|
float tmp_bj = min(tmp_bi, (float)1);\n\t\t\t float tmp_bk = (float)2 *
|
|
tmp_bj;\n\t\t\t float tmp_bl = (float)3 - tmp_bk;\n\t\t\t float tmp_bm
|
|
= tmp_bl * tmp_bj;\n\t\t\t float tmp_bn = tmp_bm * tmp_bj;\n\t\t\t float
|
|
tmp_bo = (float)1 - tmp_bn;\n\t\t\t float tmp_bp = max(tmp_bo, (float)0);\n\t\t\t
|
|
float tmp_bq = min(tmp_bp, (float)1);\n\t\t\t SetAttribute_18B2FD0( /*inout
|
|
*/attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bq);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
float tmp_bb = attributes.position[1];\n\t\t\t float tmp_bc = tmp_bb - uniform_b;\n\t\t\t
|
|
float tmp_bd = abs(tmp_bc);\n\t\t\t float tmp_be = tmp_bd - (float)1;\n\t\t\t
|
|
float tmp_bg = tmp_be / (float)6;\n\t\t\t float tmp_bi = max(tmp_bg, (float)0);\n\t\t\t
|
|
float tmp_bj = min(tmp_bi, (float)1);\n\t\t\t float tmp_bk = (float)2 *
|
|
tmp_bj;\n\t\t\t float tmp_bl = (float)3 - tmp_bk;\n\t\t\t float tmp_bm
|
|
= tmp_bl * tmp_bj;\n\t\t\t float tmp_bn = tmp_bm * tmp_bj;\n\t\t\t float
|
|
tmp_bo = (float)1 - tmp_bn;\n\t\t\t float tmp_bp = max(tmp_bo, (float)0);\n\t\t\t
|
|
float tmp_bq = min(tmp_bp, (float)1);\n\t\t\t SetAttribute_E0455985( /*inout
|
|
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
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float3(1, 1, 1), tmp_bq);\n\t\t\t}\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
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size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
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VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
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VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
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elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
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(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
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itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
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value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
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elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
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