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- compute: 1
name: '[Ark Base]Initialize Particle Strip'
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_STRIPPROGRESS_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_PARTICLEINDEXINSTRIP_CURRENT 1\n#define
VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define STRIP_COUNT 1u\n#define PARTICLE_PER_STRIP_COUNT 1024u\n#define
HAS_STRIPS 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
Attributes\n{\n float stripProgress;\n float lifetime;\n uint particleIndexInStrip;\n
float3 position;\n float age;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetCustomAttribute_95957A59(inout float stripProgress, float _StripProgress)
/*attribute:stripProgress Composition:Overwrite Random:Off AttributeType:Float
*/\n{\n stripProgress = _StripProgress;\n}\nvoid SetAttribute_F0142CB9(inout
float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\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.stripProgress = (float)0;\n attributes.lifetime = (float)1;\n
attributes.particleIndexInStrip = (uint)0;\n attributes.position = float3(0,
0, 0);\n attributes.age = (float)0;\n attributes.alive = (bool)true;\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\tuint
stripIndex = (uint)0;\n\t\t{\n\t\t \n\t\t stripIndex = (uint)0;\n\t\t}\n\t\t\n\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 float tmp_v = (float)attributes.particleIndexInStrip;\n
float tmp_x = tmp_v / (float)1024;\n SetCustomAttribute_95957A59(
/*inout */attributes.stripProgress, tmp_x);\n }\n {\n
SetAttribute_F0142CB9( /*inout */attributes.lifetime, (float)1.5);\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.Store((index * 0x2 + 0x0) << 2,asuint(attributes.stripProgress));\n
attributeBuffer.Store((index * 0x2 + 0x1) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store3((index * 0x4 + 0x800) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x1 + 0x1800) << 2,asuint(attributes.age));\n
attributeBuffer.Store((index * 0x1 + 0x1C00) << 2,uint(attributes.alive));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[Ark Base]Update Particle Strip'
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_STRIPPROGRESS_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define STRIP_COUNT 1u\n#define PARTICLE_PER_STRIP_COUNT
1024u\n#define HAS_STRIPS 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n float uniform_c;\n float uniform_d;\n float deltaTime_b;\nCBUFFER_END\n\nstruct
Attributes\n{\n float stripProgress;\n float lifetime;\n float3 position;\n
float age;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_b;\nSamplerState samplertexture_b;\nfloat4 texture_b_TexelSize;\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position
= Position;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
{ alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x1C00) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.stripProgress
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0x1800) << 2));\n\t\t\t\n\r\n\r\n//
Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
float tmp_ba = attributes.stripProgress * uniform_b;\n\t\t\t uint tmp_bb
= (uint)tmp_ba;\n\t\t\t uint tmp_bd = tmp_bb > (uint)0 ? tmp_bb : (uint)0;\n\t\t\t
uint tmp_be = tmp_bd < asuint(uniform_c) ? tmp_bd : asuint(uniform_c);\n\t\t\t
float tmp_bf = (float)tmp_be;\n\t\t\t float3 tmp_bh = float3(tmp_bf, (float)0,
(float)0);\n\t\t\t float4 tmp_bi = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bh);\n\t\t\t
float tmp_bj = tmp_bi[0];\n\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t float
tmp_bl = tmp_bi[2];\n\t\t\t float3 tmp_bm = float3(tmp_bj, tmp_bk, tmp_bl);\n\t\t\t
float tmp_bo = frac(tmp_ba);\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 float tmp_br = (float)1 -
tmp_bq;\n\t\t\t float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t
float3 tmp_bt = tmp_bm * tmp_bs;\n\t\t\t float3 tmp_bu = tmp_bt * tmp_bs;\n\t\t\t
float3 tmp_bv = tmp_bu * tmp_bs;\n\t\t\t int tmp_bx = (int)tmp_bb;\n\t\t\t
int tmp_bz = tmp_bx + (int)1;\n\t\t\t int tmp_cb = max(tmp_bz, (int)0);\n\t\t\t
int tmp_cc = min(tmp_cb, asint(uniform_d));\n\t\t\t uint tmp_cd = (uint)tmp_cc;\n\t\t\t
float tmp_ce = (float)tmp_cd;\n\t\t\t float3 tmp_cf = float3(tmp_ce, (float)0,
(float)0);\n\t\t\t float4 tmp_cg = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cf);\n\t\t\t
float tmp_ch = tmp_cg[0];\n\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t float
tmp_cj = tmp_cg[2];\n\t\t\t float3 tmp_ck = float3(tmp_ch, tmp_ci, tmp_cj);\n\t\t\t
uint tmp_cm = tmp_bb + (uint)4294967295;\n\t\t\t int tmp_cn = (int)tmp_cm;\n\t\t\t
int tmp_co = max(tmp_cn, (int)0);\n\t\t\t int tmp_cp = min(tmp_co, asint(uniform_d));\n\t\t\t
uint tmp_cq = (uint)tmp_cp;\n\t\t\t float tmp_cr = (float)tmp_cq;\n\t\t\t
float3 tmp_cs = float3(tmp_cr, (float)0, (float)0);\n\t\t\t float4 tmp_ct
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cs);\n\t\t\t float tmp_cu
= tmp_ct[0];\n\t\t\t float tmp_cv = tmp_ct[1];\n\t\t\t float tmp_cw =
tmp_ct[2];\n\t\t\t float3 tmp_cx = float3(tmp_cu, tmp_cv, tmp_cw);\n\t\t\t
float3 tmp_cy = tmp_ck - tmp_cx;\n\t\t\t float3 tmp_cz = tmp_cy * tmp_cy;\n\t\t\t
float tmp_da = tmp_cz[2];\n\t\t\t float tmp_db = tmp_cz[1];\n\t\t\t float
tmp_dc = tmp_da + tmp_db;\n\t\t\t float tmp_dd = tmp_cz[0];\n\t\t\t float
tmp_de = tmp_dc + tmp_dd;\n\t\t\t float tmp_dg = pow(tmp_de, (float)0.5);\n\t\t\t
float tmp_dh = (float)1 / tmp_dg;\n\t\t\t float3 tmp_di = float3(tmp_dh,
tmp_dh, tmp_dh);\n\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t float3
tmp_dk = tmp_ck - tmp_bm;\n\t\t\t float3 tmp_dm = tmp_dk * float3(0.5, 0.5,
0.5);\n\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t float tmp_do =
tmp_dn[2];\n\t\t\t float tmp_dp = tmp_dn[1];\n\t\t\t float tmp_dq = tmp_do
+ tmp_dp;\n\t\t\t float tmp_dr = tmp_dn[0];\n\t\t\t float tmp_ds = tmp_dq
+ tmp_dr;\n\t\t\t float tmp_dt = abs(tmp_ds);\n\t\t\t float3 tmp_du =
tmp_dk * tmp_dk;\n\t\t\t float tmp_dv = tmp_du[2];\n\t\t\t float tmp_dw
= tmp_du[1];\n\t\t\t float tmp_dx = tmp_dv + tmp_dw;\n\t\t\t float tmp_dy
= tmp_du[0];\n\t\t\t float tmp_dz = tmp_dx + tmp_dy;\n\t\t\t float tmp_ea
= pow(tmp_dz, (float)0.5);\n\t\t\t float tmp_ec = tmp_ea * (float)0.25;\n\t\t\t
float tmp_ed = max(tmp_dt, tmp_ec);\n\t\t\t float3 tmp_ee = float3(tmp_ed,
tmp_ed, tmp_ed);\n\t\t\t float3 tmp_ef = tmp_dj * tmp_ee;\n\t\t\t float3
tmp_eg = tmp_bm + tmp_ef;\n\t\t\t float3 tmp_eh = float3(3, 3, 3) * tmp_eg;\n\t\t\t
float3 tmp_ei = tmp_eh * tmp_bs;\n\t\t\t float3 tmp_ej = tmp_ei * tmp_bs;\n\t\t\t
float3 tmp_ek = float3(tmp_bq, tmp_bq, tmp_bq);\n\t\t\t float3 tmp_el =
tmp_ej * tmp_ek;\n\t\t\t float3 tmp_em = tmp_bv + tmp_el;\n\t\t\t uint
tmp_eo = tmp_bb + (uint)2;\n\t\t\t int tmp_ep = (int)tmp_eo;\n\t\t\t
int tmp_eq = max(tmp_ep, (int)0);\n\t\t\t int tmp_er = min(tmp_eq, asint(uniform_d));\n\t\t\t
uint tmp_es = (uint)tmp_er;\n\t\t\t float tmp_et = (float)tmp_es;\n\t\t\t
float3 tmp_eu = float3(tmp_et, (float)0, (float)0);\n\t\t\t float4 tmp_ev
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_eu);\n\t\t\t float tmp_ew
= tmp_ev[0];\n\t\t\t float tmp_ex = tmp_ev[1];\n\t\t\t float tmp_ey =
tmp_ev[2];\n\t\t\t float3 tmp_ez = float3(tmp_ew, tmp_ex, tmp_ey);\n\t\t\t
float3 tmp_fa = tmp_ez - tmp_bm;\n\t\t\t float3 tmp_fb = tmp_fa * tmp_fa;\n\t\t\t
float tmp_fc = tmp_fb[2];\n\t\t\t float tmp_fd = tmp_fb[1];\n\t\t\t float
tmp_fe = tmp_fc + tmp_fd;\n\t\t\t float tmp_ff = tmp_fb[0];\n\t\t\t float
tmp_fg = tmp_fe + tmp_ff;\n\t\t\t float tmp_fh = pow(tmp_fg, (float)0.5);\n\t\t\t
float tmp_fi = (float)1 / tmp_fh;\n\t\t\t float3 tmp_fj = float3(tmp_fi,
tmp_fi, tmp_fi);\n\t\t\t float3 tmp_fk = tmp_fa * tmp_fj;\n\t\t\t float3
tmp_fl = tmp_dm * tmp_fk;\n\t\t\t float tmp_fm = tmp_fl[2];\n\t\t\t float
tmp_fn = tmp_fl[1];\n\t\t\t float tmp_fo = tmp_fm + tmp_fn;\n\t\t\t float
tmp_fp = tmp_fl[0];\n\t\t\t float tmp_fq = tmp_fo + tmp_fp;\n\t\t\t float
tmp_fr = abs(tmp_fq);\n\t\t\t float tmp_fs = max(tmp_ec, tmp_fr);\n\t\t\t
float3 tmp_ft = float3(tmp_fs, tmp_fs, tmp_fs);\n\t\t\t float3 tmp_fu =
tmp_fk * tmp_ft;\n\t\t\t float3 tmp_fw = tmp_fu * float3(-1, -1, -1);\n\t\t\t
float3 tmp_fx = tmp_fw + tmp_ck;\n\t\t\t float3 tmp_fy = float3(3, 3, 3)
* tmp_fx;\n\t\t\t float3 tmp_fz = tmp_fy * tmp_bs;\n\t\t\t float3 tmp_ga
= tmp_fz * tmp_ek;\n\t\t\t float3 tmp_gb = tmp_ga * tmp_ek;\n\t\t\t float3
tmp_gc = tmp_em + tmp_gb;\n\t\t\t float3 tmp_gd = tmp_ck * tmp_ek;\n\t\t\t
float3 tmp_ge = tmp_gd * tmp_ek;\n\t\t\t float3 tmp_gf = tmp_ge * tmp_ek;\n\t\t\t
float3 tmp_gg = tmp_gc + tmp_gf;\n\t\t\t float4 tmp_gj = GeneratePerlinNoise(tmp_gg,
float3(1, 0.313863188, 4).x, (int)4, float3(1, 0.313863188, 4).y, float3(1,
0.313863188, 4).z);\n\t\t\t float tmp_gk = tmp_gj[1];\n\t\t\t float tmp_gm
= tmp_gk * (float)0.200000003;\n\t\t\t float tmp_gn = tmp_gj[2];\n\t\t\t
float tmp_go = tmp_gn * (float)0.200000003;\n\t\t\t float tmp_gp = tmp_gj[3];\n\t\t\t
float tmp_gq = tmp_gp * (float)0.200000003;\n\t\t\t float3 tmp_gr = float3(tmp_gm,
tmp_go, tmp_gq);\n\t\t\t float3 tmp_gs = tmp_gg + tmp_gr;\n\t\t\t SetAttribute_CAC29747(
/*inout */attributes.position, tmp_gs);\n\t\t\t}\n\t\t\tAge( /*inout */attributes.age,
deltaTime_b);\n\t\t\tReap(attributes.age, attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4
+ 0x800) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x1800) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x1C00) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.stripProgress
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0x1800) << 2));\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x1C00) << 2));\n\t\t\n\r\n\t\t\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float tmp_ba = attributes.stripProgress
* uniform_b;\n\t\t uint tmp_bb = (uint)tmp_ba;\n\t\t uint tmp_bd = tmp_bb
> (uint)0 ? tmp_bb : (uint)0;\n\t\t uint tmp_be = tmp_bd < asuint(uniform_c)
? tmp_bd : asuint(uniform_c);\n\t\t float tmp_bf = (float)tmp_be;\n\t\t
float3 tmp_bh = float3(tmp_bf, (float)0, (float)0);\n\t\t float4 tmp_bi
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bh);\n\t\t float tmp_bj =
tmp_bi[0];\n\t\t float tmp_bk = tmp_bi[1];\n\t\t float tmp_bl = tmp_bi[2];\n\t\t
float3 tmp_bm = float3(tmp_bj, tmp_bk, tmp_bl);\n\t\t float tmp_bo = frac(tmp_ba);\n\t\t
float tmp_bp = max(tmp_bo, (float)0);\n\t\t float tmp_bq = min(tmp_bp, (float)1);\n\t\t
float tmp_br = (float)1 - tmp_bq;\n\t\t float3 tmp_bs = float3(tmp_br, tmp_br,
tmp_br);\n\t\t float3 tmp_bt = tmp_bm * tmp_bs;\n\t\t float3 tmp_bu =
tmp_bt * tmp_bs;\n\t\t float3 tmp_bv = tmp_bu * tmp_bs;\n\t\t int tmp_bx
= (int)tmp_bb;\n\t\t int tmp_bz = tmp_bx + (int)1;\n\t\t int tmp_cb =
max(tmp_bz, (int)0);\n\t\t int tmp_cc = min(tmp_cb, asint(uniform_d));\n\t\t
uint tmp_cd = (uint)tmp_cc;\n\t\t float tmp_ce = (float)tmp_cd;\n\t\t
float3 tmp_cf = float3(tmp_ce, (float)0, (float)0);\n\t\t float4 tmp_cg
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cf);\n\t\t float tmp_ch =
tmp_cg[0];\n\t\t float tmp_ci = tmp_cg[1];\n\t\t float tmp_cj = tmp_cg[2];\n\t\t
float3 tmp_ck = float3(tmp_ch, tmp_ci, tmp_cj);\n\t\t uint tmp_cm = tmp_bb
+ (uint)4294967295;\n\t\t int tmp_cn = (int)tmp_cm;\n\t\t int tmp_co
= max(tmp_cn, (int)0);\n\t\t int tmp_cp = min(tmp_co, asint(uniform_d));\n\t\t
uint tmp_cq = (uint)tmp_cp;\n\t\t float tmp_cr = (float)tmp_cq;\n\t\t
float3 tmp_cs = float3(tmp_cr, (float)0, (float)0);\n\t\t float4 tmp_ct
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cs);\n\t\t float tmp_cu =
tmp_ct[0];\n\t\t float tmp_cv = tmp_ct[1];\n\t\t float tmp_cw = tmp_ct[2];\n\t\t
float3 tmp_cx = float3(tmp_cu, tmp_cv, tmp_cw);\n\t\t float3 tmp_cy = tmp_ck
- tmp_cx;\n\t\t float3 tmp_cz = tmp_cy * tmp_cy;\n\t\t float tmp_da =
tmp_cz[2];\n\t\t float tmp_db = tmp_cz[1];\n\t\t float tmp_dc = tmp_da
+ tmp_db;\n\t\t float tmp_dd = tmp_cz[0];\n\t\t float tmp_de = tmp_dc
+ tmp_dd;\n\t\t float tmp_dg = pow(tmp_de, (float)0.5);\n\t\t float tmp_dh
= (float)1 / tmp_dg;\n\t\t float3 tmp_di = float3(tmp_dh, tmp_dh, tmp_dh);\n\t\t
float3 tmp_dj = tmp_cy * tmp_di;\n\t\t float3 tmp_dk = tmp_ck - tmp_bm;\n\t\t
float3 tmp_dm = tmp_dk * float3(0.5, 0.5, 0.5);\n\t\t float3 tmp_dn = tmp_dj
* tmp_dm;\n\t\t float tmp_do = tmp_dn[2];\n\t\t float tmp_dp = tmp_dn[1];\n\t\t
float tmp_dq = tmp_do + tmp_dp;\n\t\t float tmp_dr = tmp_dn[0];\n\t\t
float tmp_ds = tmp_dq + tmp_dr;\n\t\t float tmp_dt = abs(tmp_ds);\n\t\t
float3 tmp_du = tmp_dk * tmp_dk;\n\t\t float tmp_dv = tmp_du[2];\n\t\t
float tmp_dw = tmp_du[1];\n\t\t float tmp_dx = tmp_dv + tmp_dw;\n\t\t
float tmp_dy = tmp_du[0];\n\t\t float tmp_dz = tmp_dx + tmp_dy;\n\t\t
float tmp_ea = pow(tmp_dz, (float)0.5);\n\t\t float tmp_ec = tmp_ea * (float)0.25;\n\t\t
float tmp_ed = max(tmp_dt, tmp_ec);\n\t\t float3 tmp_ee = float3(tmp_ed,
tmp_ed, tmp_ed);\n\t\t float3 tmp_ef = tmp_dj * tmp_ee;\n\t\t float3
tmp_eg = tmp_bm + tmp_ef;\n\t\t float3 tmp_eh = float3(3, 3, 3) * tmp_eg;\n\t\t
float3 tmp_ei = tmp_eh * tmp_bs;\n\t\t float3 tmp_ej = tmp_ei * tmp_bs;\n\t\t
float3 tmp_ek = float3(tmp_bq, tmp_bq, tmp_bq);\n\t\t float3 tmp_el = tmp_ej
* tmp_ek;\n\t\t float3 tmp_em = tmp_bv + tmp_el;\n\t\t uint tmp_eo =
tmp_bb + (uint)2;\n\t\t int tmp_ep = (int)tmp_eo;\n\t\t int tmp_eq =
max(tmp_ep, (int)0);\n\t\t int tmp_er = min(tmp_eq, asint(uniform_d));\n\t\t
uint tmp_es = (uint)tmp_er;\n\t\t float tmp_et = (float)tmp_es;\n\t\t
float3 tmp_eu = float3(tmp_et, (float)0, (float)0);\n\t\t float4 tmp_ev
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_eu);\n\t\t float tmp_ew =
tmp_ev[0];\n\t\t float tmp_ex = tmp_ev[1];\n\t\t float tmp_ey = tmp_ev[2];\n\t\t
float3 tmp_ez = float3(tmp_ew, tmp_ex, tmp_ey);\n\t\t float3 tmp_fa = tmp_ez
- tmp_bm;\n\t\t float3 tmp_fb = tmp_fa * tmp_fa;\n\t\t float tmp_fc =
tmp_fb[2];\n\t\t float tmp_fd = tmp_fb[1];\n\t\t float tmp_fe = tmp_fc
+ tmp_fd;\n\t\t float tmp_ff = tmp_fb[0];\n\t\t float tmp_fg = tmp_fe
+ tmp_ff;\n\t\t float tmp_fh = pow(tmp_fg, (float)0.5);\n\t\t float tmp_fi
= (float)1 / tmp_fh;\n\t\t float3 tmp_fj = float3(tmp_fi, tmp_fi, tmp_fi);\n\t\t
float3 tmp_fk = tmp_fa * tmp_fj;\n\t\t float3 tmp_fl = tmp_dm * tmp_fk;\n\t\t
float tmp_fm = tmp_fl[2];\n\t\t float tmp_fn = tmp_fl[1];\n\t\t float
tmp_fo = tmp_fm + tmp_fn;\n\t\t float tmp_fp = tmp_fl[0];\n\t\t float
tmp_fq = tmp_fo + tmp_fp;\n\t\t float tmp_fr = abs(tmp_fq);\n\t\t float
tmp_fs = max(tmp_ec, tmp_fr);\n\t\t float3 tmp_ft = float3(tmp_fs, tmp_fs,
tmp_fs);\n\t\t float3 tmp_fu = tmp_fk * tmp_ft;\n\t\t float3 tmp_fw =
tmp_fu * float3(-1, -1, -1);\n\t\t float3 tmp_fx = tmp_fw + tmp_ck;\n\t\t
float3 tmp_fy = float3(3, 3, 3) * tmp_fx;\n\t\t float3 tmp_fz = tmp_fy *
tmp_bs;\n\t\t float3 tmp_ga = tmp_fz * tmp_ek;\n\t\t float3 tmp_gb =
tmp_ga * tmp_ek;\n\t\t float3 tmp_gc = tmp_em + tmp_gb;\n\t\t float3
tmp_gd = tmp_ck * tmp_ek;\n\t\t float3 tmp_ge = tmp_gd * tmp_ek;\n\t\t
float3 tmp_gf = tmp_ge * tmp_ek;\n\t\t float3 tmp_gg = tmp_gc + tmp_gf;\n\t\t
float4 tmp_gj = GeneratePerlinNoise(tmp_gg, float3(1, 0.313863188, 4).x, (int)4,
float3(1, 0.313863188, 4).y, float3(1, 0.313863188, 4).z);\n\t\t float tmp_gk
= tmp_gj[1];\n\t\t float tmp_gm = tmp_gk * (float)0.200000003;\n\t\t
float tmp_gn = tmp_gj[2];\n\t\t float tmp_go = tmp_gn * (float)0.200000003;\n\t\t
float tmp_gp = tmp_gj[3];\n\t\t float tmp_gq = tmp_gp * (float)0.200000003;\n\t\t
float3 tmp_gr = float3(tmp_gm, tmp_go, tmp_gq);\n\t\t float3 tmp_gs = tmp_gg
+ tmp_gr;\n\t\t SetAttribute_CAC29747( /*inout */attributes.position, tmp_gs);\n\t\t}\n\t\tAge(
/*inout */attributes.age, deltaTime_b);\n\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
0x4 + 0x800) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0x1 + 0x1800) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
* 0x1 + 0x1C00) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[Ark Base]Output ParticleStrip Quad'
source: "Shader \"Hidden/VFX/Lightning/Ark Base/Output ParticleStrip Quad\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_STRIPPROGRESS_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define
VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define STRIP_COUNT
1u\n\t\t#define PARTICLE_PER_STRIP_COUNT 1024u\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define
VFX_BYPASS_EXPOSURE 1\n\t\t#define HAS_STRIPS 1\n\t\t#define VFX_STRIPS_UV_STRECHED
1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Size_b;\n\t\t float4 uniform_c;\n\t\t float4 uniform_d;\n\t\t
float4 Alpha_g;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
float stripProgress;\n\t\t float lifetime;\n\t\t float3 position;\n\t\t
float3 color;\n\t\t float alpha;\n\t\t float3 axisX;\n\t\t float3
axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t
float angleZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float
pivotZ;\n\t\t float size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
float scaleZ;\n\t\t float age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
#endif\n\t\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#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
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
ScreenSpaceSize_1(float3 position, float size, inout float scaleX, inout float
scaleY, inout float scaleZ, float PixelSize) /*sizeMode:PixelAbsolute sizeZMode:SameAsSizeX
*/\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
float2 newScale = (float2(PixelSize, PixelSize) * clipPosW) / (size * 0.5f
* min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] * _ScreenParams.y));\n\t\t\t
scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t scaleZ = scaleX;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_6F068247(inout float size, float4 Size, float SampleTime)
/*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:Custom
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
float t = SampleTime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position,
inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\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
AttributeFromCurve_7BA3F6A(inout float alpha, float age, float lifetime, float4
Alpha) /*attribute:alpha Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Alpha, t);\n\t\t\t alpha = value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.stripProgress = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x800) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\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.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0x1800) << 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\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.stripProgress
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x1 + 0x1800) << 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\t\n\t\t\t\t{\n\t\t\t\t
ScreenSpaceSize_1(attributes.position, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, (float)3);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F068247(
/*inout */attributes.size, Size_b, attributes.stripProgress);\n\t\t\t\tSubpixelAA(attributes.position,
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, float3(2.76078439, 34.8862762, 64));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_bd = attributes.age / attributes.lifetime;\n\t\t\t\t float tmp_be
= SampleCurve(uniform_c,tmp_bd);\n\t\t\t\t float tmp_bg = tmp_be + (float)-0.0250000004;\n\t\t\t\t
float tmp_bh = attributes.stripProgress - tmp_bg;\n\t\t\t\t float tmp_bj
= tmp_be + (float)0.0250000004;\n\t\t\t\t float tmp_bk = tmp_bj - tmp_bg;\n\t\t\t\t
float tmp_bl = tmp_bh / tmp_bk;\n\t\t\t\t float tmp_bn = max(tmp_bl, (float)0);\n\t\t\t\t
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t float tmp_bp = (float)2
* tmp_bo;\n\t\t\t\t float tmp_bq = (float)3 - tmp_bp;\n\t\t\t\t float
tmp_br = tmp_bq * tmp_bo;\n\t\t\t\t float tmp_bs = tmp_br * tmp_bo;\n\t\t\t\t
float tmp_bt = (float)1 - tmp_bs;\n\t\t\t\t SetAttribute_C7757136( /*inout
*/attributes.alpha, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_ba
= attributes.age / attributes.lifetime;\n\t\t\t\t float tmp_bc = attributes.stripProgress
* (float)0.200000003;\n\t\t\t\t float tmp_bd = tmp_ba - tmp_bc;\n\t\t\t\t
float tmp_be = SampleCurve(uniform_d,tmp_bd);\n\t\t\t\t float3 tmp_bf =
float3(tmp_be, tmp_be, tmp_be);\n\t\t\t\t SetAttribute_545F0ED( /*inout
*/attributes.color, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7BA3F6A(
/*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_g);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#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\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t
#ifdef VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t float
alpha = VFXGetFragmentColor(i).a;\n\t\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity =
(i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\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\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
_ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos :
SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.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
ScreenSpaceSize_1(float3 position, float size, inout float scaleX, inout float
scaleY, inout float scaleZ, float PixelSize) /*sizeMode:PixelAbsolute sizeZMode:SameAsSizeX
*/\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
float2 newScale = (float2(PixelSize, PixelSize) * clipPosW) / (size * 0.5f
* min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] * _ScreenParams.y));\n\t\t\t
scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t scaleZ = scaleX;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_6F068247(inout float size, float4 Size, float SampleTime)
/*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:Custom
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
float t = SampleTime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position,
inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\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
AttributeFromCurve_7BA3F6A(inout float alpha, float age, float lifetime, float4
Alpha) /*attribute:alpha Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Alpha, t);\n\t\t\t alpha = value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.stripProgress = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x800) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\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.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0x1800) << 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\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.stripProgress
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x1 + 0x1800) << 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\t\n\t\t\t\t{\n\t\t\t\t
ScreenSpaceSize_1(attributes.position, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, (float)3);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F068247(
/*inout */attributes.size, Size_b, attributes.stripProgress);\n\t\t\t\tSubpixelAA(attributes.position,
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, float3(2.76078439, 34.8862762, 64));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_bd = attributes.age / attributes.lifetime;\n\t\t\t\t float tmp_be
= SampleCurve(uniform_c,tmp_bd);\n\t\t\t\t float tmp_bg = tmp_be + (float)-0.0250000004;\n\t\t\t\t
float tmp_bh = attributes.stripProgress - tmp_bg;\n\t\t\t\t float tmp_bj
= tmp_be + (float)0.0250000004;\n\t\t\t\t float tmp_bk = tmp_bj - tmp_bg;\n\t\t\t\t
float tmp_bl = tmp_bh / tmp_bk;\n\t\t\t\t float tmp_bn = max(tmp_bl, (float)0);\n\t\t\t\t
float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t float tmp_bp = (float)2
* tmp_bo;\n\t\t\t\t float tmp_bq = (float)3 - tmp_bp;\n\t\t\t\t float
tmp_br = tmp_bq * tmp_bo;\n\t\t\t\t float tmp_bs = tmp_br * tmp_bo;\n\t\t\t\t
float tmp_bt = (float)1 - tmp_bs;\n\t\t\t\t SetAttribute_C7757136( /*inout
*/attributes.alpha, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_ba
= attributes.age / attributes.lifetime;\n\t\t\t\t float tmp_bc = attributes.stripProgress
* (float)0.200000003;\n\t\t\t\t float tmp_bd = tmp_ba - tmp_bc;\n\t\t\t\t
float tmp_be = SampleCurve(uniform_d,tmp_bd);\n\t\t\t\t float3 tmp_bf =
float3(tmp_be, tmp_be, tmp_be);\n\t\t\t\t SetAttribute_545F0ED( /*inout
*/attributes.color, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7BA3F6A(
/*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_g);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if
VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tps_output
frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if
VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t \n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t
o.color.a = OUTSG.;\n\t\t #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
= saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t
o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 2]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_STRIPPROGRESS_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT 1\n#define
VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float3 A_a;\n uint PADDING_0;\n float3 B_a;\n uint PADDING_1;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 velocity;\n uint seed;\n float age;\n float
lifetime;\n float stripProgress;\n float3 position;\n float3 direction;\n
float rateCount_d;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_E6295C0(inout float3 velocity, inout uint seed, float3 A, float3
B) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent
channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid SetAttribute_99ECB5C7(inout
float age, inout uint seed, float A, float B) /*attribute:age Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n age = lerp(A,B,RAND);\n}\nvoid
SetAttribute_F01429A3(inout float lifetime, inout uint seed, float A, float
B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
*/\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n#if HAS_STRIPS\r\nbool
GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint
relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip
is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
-1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
if (id < currentSumSpawnCount)\n {\n break;\n
}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
attributes.velocity = float3(0, 0, 0);\n attributes.seed = (uint)0;\n
attributes.age = (float)0;\n attributes.lifetime = (float)1;\n
attributes.stripProgress = (float)0;\n attributes.position = float3(0,
0, 0);\n attributes.direction = float3(0, 0, 1);\n attributes.rateCount_d
= (float)0;\n attributes.alive = (bool)true;\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 SetAttribute_E6295C0( /*inout */attributes.velocity,
/*inout */attributes.seed, A_a, B_a);\n {\n SetAttribute_99ECB5C7(
/*inout */attributes.age, /*inout */attributes.seed, (float)0, (float)0.5);\n
}\n {\n SetAttribute_F01429A3( /*inout */attributes.lifetime,
/*inout */attributes.seed, (float)0.100000001, (float)1);\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.velocity));\n
attributeBuffer.Store((index * 0x8 + 0x83) << 2,asuint(attributes.age));\n
attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x8 + 0x84) << 2,asuint(attributes.stripProgress));\n
attributeBuffer.Store3((index * 0x8 + 0x80) << 2,asuint(attributes.position));\n
attributeBuffer.Store3((index * 0x4 + 0x180) << 2,asuint(attributes.direction));\n
attributeBuffer.Store((index * 0x8 + 0x85) << 2,asuint(attributes.rateCount_d));\n
attributeBuffer.Store((index * 0x8 + 0x86) << 2,uint(attributes.alive));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 2]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_STRIPPROGRESS_CURRENT
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
VFX_USE_RATECOUNT_D_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define
VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 uniform_e;\n float uniform_b;\n float uniform_c;\n float
uniform_d;\n float deltaTime_d;\nCBUFFER_END\n\nstruct Attributes\n{\n
float3 velocity;\n float age;\n float lifetime;\n float stripProgress;\n
float3 position;\n float3 direction;\n float rateCount_d;\n uint eventCount;\n
bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_b;\nSamplerState
samplertexture_b;\nfloat4 texture_b_TexelSize;\nAppendStructuredBuffer<uint>
eventListOut_a;\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT &&
!HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetCustomAttribute_95957A59(inout float stripProgress, float _StripProgress)
/*attribute:stripProgress Composition:Overwrite Random:Off AttributeType:Float
*/\n{\n stripProgress = _StripProgress;\n}\nvoid SetAttribute_CAC29747(inout
float3 position, float3 Position) /*attribute:position Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid
SetAttribute_595BA547(inout float3 direction, float3 Direction) /*attribute:direction
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n direction
= Direction;\n}\nvoid GPUEventRate_1(inout float rateCount_d, inout uint eventCount,
float Rate, float deltaTime) /*mode:OverTime clampToOne:True */\n{\n rateCount_d
+= deltaTime * Rate;\n uint count = floor(rateCount_d);\n rateCount_d
= frac(rateCount_d);\n eventCount = count;\n eventCount = min(eventCount,1);\n
\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n
position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0x86) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x83) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tattributes.stripProgress
= asfloat(attributeBuffer.Load((index * 0x8 + 0x84) << 2));\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x80) << 2));\n\t\t\tattributes.direction
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x180) << 2));\n\t\t\tattributes.rateCount_d
= asfloat(attributeBuffer.Load((index * 0x8 + 0x85) << 2));\n\t\t\tattributes.eventCount
= (uint)0;\n\t\t\tuint eventCount_a = 0u;\n\t\t\t\n\r\n\r\n// Initialize built-in
needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
float tmp_q = attributes.age / attributes.lifetime;\n\t\t\t SetCustomAttribute_95957A59(
/*inout */attributes.stripProgress, tmp_q);\n\t\t\t}\n\t\t\t{\n\t\t\t float
tmp_q = attributes.stripProgress * uniform_b;\n\t\t\t uint tmp_r = (uint)tmp_q;\n\t\t\t
uint tmp_t = tmp_r > (uint)0 ? tmp_r : (uint)0;\n\t\t\t uint tmp_u = tmp_t
< asuint(uniform_c) ? tmp_t : asuint(uniform_c);\n\t\t\t float tmp_v = (float)tmp_u;\n\t\t\t
float3 tmp_x = float3(tmp_v, (float)0, (float)0);\n\t\t\t float4 tmp_y =
LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_x);\n\t\t\t float tmp_z = tmp_y[0];\n\t\t\t
float tmp_ba = tmp_y[1];\n\t\t\t float tmp_bb = tmp_y[2];\n\t\t\t float3
tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t float tmp_be = frac(tmp_q);\n\t\t\t
float tmp_bf = max(tmp_be, (float)0);\n\t\t\t float tmp_bg = min(tmp_bf,
(float)1);\n\t\t\t float tmp_bh = (float)1 - tmp_bg;\n\t\t\t float3 tmp_bi
= float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t float3 tmp_bj = tmp_bc * tmp_bi;\n\t\t\t
float3 tmp_bk = tmp_bj * tmp_bi;\n\t\t\t float3 tmp_bl = tmp_bk * tmp_bi;\n\t\t\t
int tmp_bn = (int)tmp_r;\n\t\t\t int tmp_bp = tmp_bn + (int)1;\n\t\t\t
int tmp_br = max(tmp_bp, (int)0);\n\t\t\t int tmp_bs = min(tmp_br, asint(uniform_d));\n\t\t\t
uint tmp_bt = (uint)tmp_bs;\n\t\t\t float tmp_bu = (float)tmp_bt;\n\t\t\t
float3 tmp_bv = float3(tmp_bu, (float)0, (float)0);\n\t\t\t float4 tmp_bw
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bv);\n\t\t\t float tmp_bx
= tmp_bw[0];\n\t\t\t float tmp_by = tmp_bw[1];\n\t\t\t float tmp_bz =
tmp_bw[2];\n\t\t\t float3 tmp_ca = float3(tmp_bx, tmp_by, tmp_bz);\n\t\t\t
uint tmp_cc = tmp_r + (uint)4294967295;\n\t\t\t int tmp_cd = (int)tmp_cc;\n\t\t\t
int tmp_ce = max(tmp_cd, (int)0);\n\t\t\t int tmp_cf = min(tmp_ce, asint(uniform_d));\n\t\t\t
uint tmp_cg = (uint)tmp_cf;\n\t\t\t float tmp_ch = (float)tmp_cg;\n\t\t\t
float3 tmp_ci = float3(tmp_ch, (float)0, (float)0);\n\t\t\t float4 tmp_cj
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ci);\n\t\t\t float tmp_ck
= tmp_cj[0];\n\t\t\t float tmp_cl = tmp_cj[1];\n\t\t\t float tmp_cm =
tmp_cj[2];\n\t\t\t float3 tmp_cn = float3(tmp_ck, tmp_cl, tmp_cm);\n\t\t\t
float3 tmp_co = tmp_ca - tmp_cn;\n\t\t\t float3 tmp_cp = tmp_co * tmp_co;\n\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t float
tmp_cs = tmp_cq + tmp_cr;\n\t\t\t float tmp_ct = tmp_cp[0];\n\t\t\t float
tmp_cu = tmp_cs + tmp_ct;\n\t\t\t float tmp_cw = pow(tmp_cu, (float)0.5);\n\t\t\t
float tmp_cx = (float)1 / tmp_cw;\n\t\t\t float3 tmp_cy = float3(tmp_cx,
tmp_cx, tmp_cx);\n\t\t\t float3 tmp_cz = tmp_co * tmp_cy;\n\t\t\t float3
tmp_da = tmp_ca - tmp_bc;\n\t\t\t float3 tmp_dc = tmp_da * float3(0.5, 0.5,
0.5);\n\t\t\t float3 tmp_dd = tmp_cz * tmp_dc;\n\t\t\t float tmp_de =
tmp_dd[2];\n\t\t\t float tmp_df = tmp_dd[1];\n\t\t\t float tmp_dg = tmp_de
+ tmp_df;\n\t\t\t float tmp_dh = tmp_dd[0];\n\t\t\t float tmp_di = tmp_dg
+ tmp_dh;\n\t\t\t float tmp_dj = abs(tmp_di);\n\t\t\t float3 tmp_dk =
tmp_da * tmp_da;\n\t\t\t float tmp_dl = tmp_dk[2];\n\t\t\t float tmp_dm
= tmp_dk[1];\n\t\t\t float tmp_dn = tmp_dl + tmp_dm;\n\t\t\t float tmp_do
= tmp_dk[0];\n\t\t\t float tmp_dp = tmp_dn + tmp_do;\n\t\t\t float tmp_dq
= pow(tmp_dp, (float)0.5);\n\t\t\t float tmp_ds = tmp_dq * (float)0.25;\n\t\t\t
float tmp_dt = max(tmp_dj, tmp_ds);\n\t\t\t float3 tmp_du = float3(tmp_dt,
tmp_dt, tmp_dt);\n\t\t\t float3 tmp_dv = tmp_cz * tmp_du;\n\t\t\t float3
tmp_dw = tmp_bc + tmp_dv;\n\t\t\t float3 tmp_dx = float3(3, 3, 3) * tmp_dw;\n\t\t\t
float3 tmp_dy = tmp_dx * tmp_bi;\n\t\t\t float3 tmp_dz = tmp_dy * tmp_bi;\n\t\t\t
float3 tmp_ea = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t\t float3 tmp_eb =
tmp_dz * tmp_ea;\n\t\t\t float3 tmp_ec = tmp_bl + tmp_eb;\n\t\t\t uint
tmp_ee = tmp_r + (uint)2;\n\t\t\t int tmp_ef = (int)tmp_ee;\n\t\t\t int
tmp_eg = max(tmp_ef, (int)0);\n\t\t\t int tmp_eh = min(tmp_eg, asint(uniform_d));\n\t\t\t
uint tmp_ei = (uint)tmp_eh;\n\t\t\t float tmp_ej = (float)tmp_ei;\n\t\t\t
float3 tmp_ek = float3(tmp_ej, (float)0, (float)0);\n\t\t\t float4 tmp_el
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ek);\n\t\t\t float tmp_em
= tmp_el[0];\n\t\t\t float tmp_en = tmp_el[1];\n\t\t\t float tmp_eo =
tmp_el[2];\n\t\t\t float3 tmp_ep = float3(tmp_em, tmp_en, tmp_eo);\n\t\t\t
float3 tmp_eq = tmp_ep - tmp_bc;\n\t\t\t float3 tmp_er = tmp_eq * tmp_eq;\n\t\t\t
float tmp_es = tmp_er[2];\n\t\t\t float tmp_et = tmp_er[1];\n\t\t\t float
tmp_eu = tmp_es + tmp_et;\n\t\t\t float tmp_ev = tmp_er[0];\n\t\t\t float
tmp_ew = tmp_eu + tmp_ev;\n\t\t\t float tmp_ex = pow(tmp_ew, (float)0.5);\n\t\t\t
float tmp_ey = (float)1 / tmp_ex;\n\t\t\t float3 tmp_ez = float3(tmp_ey,
tmp_ey, tmp_ey);\n\t\t\t float3 tmp_fa = tmp_eq * tmp_ez;\n\t\t\t float3
tmp_fb = tmp_dc * tmp_fa;\n\t\t\t float tmp_fc = tmp_fb[2];\n\t\t\t float
tmp_fd = tmp_fb[1];\n\t\t\t float tmp_fe = tmp_fc + tmp_fd;\n\t\t\t float
tmp_ff = tmp_fb[0];\n\t\t\t float tmp_fg = tmp_fe + tmp_ff;\n\t\t\t float
tmp_fh = abs(tmp_fg);\n\t\t\t float tmp_fi = max(tmp_ds, tmp_fh);\n\t\t\t
float3 tmp_fj = float3(tmp_fi, tmp_fi, tmp_fi);\n\t\t\t float3 tmp_fk =
tmp_fa * tmp_fj;\n\t\t\t float3 tmp_fm = tmp_fk * float3(-1, -1, -1);\n\t\t\t
float3 tmp_fn = tmp_fm + tmp_ca;\n\t\t\t float3 tmp_fo = float3(3, 3, 3)
* tmp_fn;\n\t\t\t float3 tmp_fp = tmp_fo * tmp_bi;\n\t\t\t float3 tmp_fq
= tmp_fp * tmp_ea;\n\t\t\t float3 tmp_fr = tmp_fq * tmp_ea;\n\t\t\t float3
tmp_fs = tmp_ec + tmp_fr;\n\t\t\t float3 tmp_ft = tmp_ca * tmp_ea;\n\t\t\t
float3 tmp_fu = tmp_ft * tmp_ea;\n\t\t\t float3 tmp_fv = tmp_fu * tmp_ea;\n\t\t\t
float3 tmp_fw = tmp_fs + tmp_fv;\n\t\t\t float4 tmp_fz = GeneratePerlinNoise(tmp_fw,
float3(1, 0.313863188, 4).x, (int)4, float3(1, 0.313863188, 4).y, float3(1,
0.313863188, 4).z);\n\t\t\t float tmp_ga = tmp_fz[1];\n\t\t\t float tmp_gc
= tmp_ga * (float)0.200000003;\n\t\t\t float tmp_gd = tmp_fz[2];\n\t\t\t
float tmp_ge = tmp_gd * (float)0.200000003;\n\t\t\t float tmp_gf = tmp_fz[3];\n\t\t\t
float tmp_gg = tmp_gf * (float)0.200000003;\n\t\t\t float3 tmp_gh = float3(tmp_gc,
tmp_ge, tmp_gg);\n\t\t\t float3 tmp_gi = tmp_fw + tmp_gh;\n\t\t\t SetAttribute_CAC29747(
/*inout */attributes.position, tmp_gi);\n\t\t\t}\n\t\t\t{\n\t\t\t float
tmp_s = attributes.stripProgress * uniform_b;\n\t\t\t float tmp_t = frac(tmp_s);\n\t\t\t
float tmp_v = max(tmp_t, (float)0);\n\t\t\t float tmp_w = min(tmp_v, (float)1);\n\t\t\t
float tmp_x = (float)1 - tmp_w;\n\t\t\t float3 tmp_y = float3(tmp_x, tmp_x,
tmp_x);\n\t\t\t float3 tmp_z = float3(3, 3, 3) * tmp_y;\n\t\t\t float3
tmp_ba = tmp_z * tmp_y;\n\t\t\t uint tmp_bb = (uint)tmp_s;\n\t\t\t uint
tmp_bd = tmp_bb > (uint)0 ? tmp_bb : (uint)0;\n\t\t\t uint tmp_be = tmp_bd
< asuint(uniform_c) ? tmp_bd : asuint(uniform_c);\n\t\t\t float tmp_bf =
(float)tmp_be;\n\t\t\t float3 tmp_bg = float3(tmp_bf, (float)0, (float)0);\n\t\t\t
float4 tmp_bh = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bg);\n\t\t\t
float tmp_bi = tmp_bh[0];\n\t\t\t float tmp_bj = tmp_bh[1];\n\t\t\t float
tmp_bk = tmp_bh[2];\n\t\t\t float3 tmp_bl = float3(tmp_bi, tmp_bj, tmp_bk);\n\t\t\t
int tmp_bm = (int)tmp_bb;\n\t\t\t int tmp_bo = tmp_bm + (int)1;\n\t\t\t
int tmp_bq = max(tmp_bo, (int)0);\n\t\t\t int tmp_br = min(tmp_bq, asint(uniform_d));\n\t\t\t
uint tmp_bs = (uint)tmp_br;\n\t\t\t float tmp_bt = (float)tmp_bs;\n\t\t\t
float3 tmp_bu = float3(tmp_bt, (float)0, (float)0);\n\t\t\t float4 tmp_bv
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bu);\n\t\t\t float tmp_bw
= tmp_bv[0];\n\t\t\t float tmp_bx = tmp_bv[1];\n\t\t\t float tmp_by =
tmp_bv[2];\n\t\t\t float3 tmp_bz = float3(tmp_bw, tmp_bx, tmp_by);\n\t\t\t
uint tmp_cb = tmp_bb + (uint)4294967295;\n\t\t\t int tmp_cc = (int)tmp_cb;\n\t\t\t
int tmp_cd = max(tmp_cc, (int)0);\n\t\t\t int tmp_ce = min(tmp_cd, asint(uniform_d));\n\t\t\t
uint tmp_cf = (uint)tmp_ce;\n\t\t\t float tmp_cg = (float)tmp_cf;\n\t\t\t
float3 tmp_ch = float3(tmp_cg, (float)0, (float)0);\n\t\t\t float4 tmp_ci
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ch);\n\t\t\t float tmp_cj
= tmp_ci[0];\n\t\t\t float tmp_ck = tmp_ci[1];\n\t\t\t float tmp_cl =
tmp_ci[2];\n\t\t\t float3 tmp_cm = float3(tmp_cj, tmp_ck, tmp_cl);\n\t\t\t
float3 tmp_cn = tmp_bz - tmp_cm;\n\t\t\t float3 tmp_co = tmp_cn * tmp_cn;\n\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t float tmp_cq = tmp_co[1];\n\t\t\t float
tmp_cr = tmp_cp + tmp_cq;\n\t\t\t float tmp_cs = tmp_co[0];\n\t\t\t float
tmp_ct = tmp_cr + tmp_cs;\n\t\t\t float tmp_cv = pow(tmp_ct, (float)0.5);\n\t\t\t
float tmp_cw = (float)1 / tmp_cv;\n\t\t\t float3 tmp_cx = float3(tmp_cw,
tmp_cw, tmp_cw);\n\t\t\t float3 tmp_cy = tmp_cn * tmp_cx;\n\t\t\t float3
tmp_cz = tmp_bz - tmp_bl;\n\t\t\t float3 tmp_db = tmp_cz * float3(0.5, 0.5,
0.5);\n\t\t\t float3 tmp_dc = tmp_cy * tmp_db;\n\t\t\t float tmp_dd =
tmp_dc[2];\n\t\t\t float tmp_de = tmp_dc[1];\n\t\t\t float tmp_df = tmp_dd
+ tmp_de;\n\t\t\t float tmp_dg = tmp_dc[0];\n\t\t\t float tmp_dh = tmp_df
+ tmp_dg;\n\t\t\t float tmp_di = abs(tmp_dh);\n\t\t\t float3 tmp_dj =
tmp_cz * tmp_cz;\n\t\t\t float tmp_dk = tmp_dj[2];\n\t\t\t float tmp_dl
= tmp_dj[1];\n\t\t\t float tmp_dm = tmp_dk + tmp_dl;\n\t\t\t float tmp_dn
= tmp_dj[0];\n\t\t\t float tmp_do = tmp_dm + tmp_dn;\n\t\t\t float tmp_dp
= pow(tmp_do, (float)0.5);\n\t\t\t float tmp_dr = tmp_dp * (float)0.25;\n\t\t\t
float tmp_ds = max(tmp_di, tmp_dr);\n\t\t\t float3 tmp_dt = float3(tmp_ds,
tmp_ds, tmp_ds);\n\t\t\t float3 tmp_du = tmp_cy * tmp_dt;\n\t\t\t float3
tmp_dv = tmp_bl + tmp_du;\n\t\t\t float3 tmp_dw = tmp_dv - tmp_bl;\n\t\t\t
float3 tmp_dx = tmp_ba * tmp_dw;\n\t\t\t float3 tmp_dz = float3(6, 6, 6)
* tmp_y;\n\t\t\t float3 tmp_ea = float3(tmp_w, tmp_w, tmp_w);\n\t\t\t
float3 tmp_eb = tmp_dz * tmp_ea;\n\t\t\t uint tmp_ed = tmp_bb + (uint)2;\n\t\t\t
int tmp_ee = (int)tmp_ed;\n\t\t\t int tmp_ef = max(tmp_ee, (int)0);\n\t\t\t
int tmp_eg = min(tmp_ef, asint(uniform_d));\n\t\t\t uint tmp_eh = (uint)tmp_eg;\n\t\t\t
float tmp_ei = (float)tmp_eh;\n\t\t\t float3 tmp_ej = float3(tmp_ei, (float)0,
(float)0);\n\t\t\t float4 tmp_ek = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ej);\n\t\t\t
float tmp_el = tmp_ek[0];\n\t\t\t float tmp_em = tmp_ek[1];\n\t\t\t float
tmp_en = tmp_ek[2];\n\t\t\t float3 tmp_eo = float3(tmp_el, tmp_em, tmp_en);\n\t\t\t
float3 tmp_ep = tmp_eo - tmp_bl;\n\t\t\t float3 tmp_eq = tmp_ep * tmp_ep;\n\t\t\t
float tmp_er = tmp_eq[2];\n\t\t\t float tmp_es = tmp_eq[1];\n\t\t\t float
tmp_et = tmp_er + tmp_es;\n\t\t\t float tmp_eu = tmp_eq[0];\n\t\t\t float
tmp_ev = tmp_et + tmp_eu;\n\t\t\t float tmp_ew = pow(tmp_ev, (float)0.5);\n\t\t\t
float tmp_ex = (float)1 / tmp_ew;\n\t\t\t float3 tmp_ey = float3(tmp_ex,
tmp_ex, tmp_ex);\n\t\t\t float3 tmp_ez = tmp_ep * tmp_ey;\n\t\t\t float3
tmp_fa = tmp_db * tmp_ez;\n\t\t\t float tmp_fb = tmp_fa[2];\n\t\t\t float
tmp_fc = tmp_fa[1];\n\t\t\t float tmp_fd = tmp_fb + tmp_fc;\n\t\t\t float
tmp_fe = tmp_fa[0];\n\t\t\t float tmp_ff = tmp_fd + tmp_fe;\n\t\t\t float
tmp_fg = abs(tmp_ff);\n\t\t\t float tmp_fh = max(tmp_dr, tmp_fg);\n\t\t\t
float3 tmp_fi = float3(tmp_fh, tmp_fh, tmp_fh);\n\t\t\t float3 tmp_fj =
tmp_ez * tmp_fi;\n\t\t\t float3 tmp_fl = tmp_fj * float3(-1, -1, -1);\n\t\t\t
float3 tmp_fm = tmp_fl + tmp_bz;\n\t\t\t float3 tmp_fn = tmp_fm - tmp_dv;\n\t\t\t
float3 tmp_fo = tmp_eb * tmp_fn;\n\t\t\t float3 tmp_fp = tmp_dx + tmp_fo;\n\t\t\t
float3 tmp_fq = float3(3, 3, 3) * tmp_ea;\n\t\t\t float3 tmp_fr = tmp_fq
* tmp_ea;\n\t\t\t float3 tmp_fs = tmp_bz - tmp_fm;\n\t\t\t float3 tmp_ft
= tmp_fr * tmp_fs;\n\t\t\t float3 tmp_fu = tmp_fp + tmp_ft;\n\t\t\t float3
tmp_fv = mul((float3x3)uniform_e, tmp_fu);\n\t\t\t SetAttribute_595BA547(
/*inout */attributes.direction, tmp_fv);\n\t\t\t}\n\t\t\t{\n\t\t\t attributes.eventCount
= 0u;\n\t\t\t GPUEventRate_1( /*inout */attributes.rateCount_d, /*inout
*/attributes.eventCount, (float)10, deltaTime_d);\n\t\t\t eventCount_a +=
attributes.eventCount;\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_d);\n\t\t\tAge( /*inout */attributes.age, deltaTime_d);\n\t\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x8
+ 0x83) << 2,asuint(attributes.age));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x84) << 2,asuint(attributes.stripProgress));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x80) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x180) << 2,asuint(attributes.direction));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x85) << 2,asuint(attributes.rateCount_d));\n\t\t\t\tfor (uint i =
0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x86) << 2,uint(attributes.alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x83) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\tattributes.stripProgress
= asfloat(attributeBuffer.Load((index * 0x8 + 0x84) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x80) << 2));\n\t\tattributes.direction
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x180) << 2));\n\t\tattributes.rateCount_d
= asfloat(attributeBuffer.Load((index * 0x8 + 0x85) << 2));\n\t\tattributes.eventCount
= (uint)0;\n\t\tuint eventCount_a = 0u;\n\t\tattributes.alive = (attributeBuffer.Load((index
* 0x8 + 0x86) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
float tmp_q = attributes.age / attributes.lifetime;\n\t\t SetCustomAttribute_95957A59(
/*inout */attributes.stripProgress, tmp_q);\n\t\t}\n\t\t{\n\t\t float tmp_q
= attributes.stripProgress * uniform_b;\n\t\t uint tmp_r = (uint)tmp_q;\n\t\t
uint tmp_t = tmp_r > (uint)0 ? tmp_r : (uint)0;\n\t\t uint tmp_u = tmp_t
< asuint(uniform_c) ? tmp_t : asuint(uniform_c);\n\t\t float tmp_v = (float)tmp_u;\n\t\t
float3 tmp_x = float3(tmp_v, (float)0, (float)0);\n\t\t float4 tmp_y = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_x);\n\t\t
float tmp_z = tmp_y[0];\n\t\t float tmp_ba = tmp_y[1];\n\t\t float tmp_bb
= tmp_y[2];\n\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t
float tmp_be = frac(tmp_q);\n\t\t float tmp_bf = max(tmp_be, (float)0);\n\t\t
float tmp_bg = min(tmp_bf, (float)1);\n\t\t float tmp_bh = (float)1 - tmp_bg;\n\t\t
float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t float3 tmp_bj = tmp_bc
* tmp_bi;\n\t\t float3 tmp_bk = tmp_bj * tmp_bi;\n\t\t float3 tmp_bl
= tmp_bk * tmp_bi;\n\t\t int tmp_bn = (int)tmp_r;\n\t\t int tmp_bp =
tmp_bn + (int)1;\n\t\t int tmp_br = max(tmp_bp, (int)0);\n\t\t int tmp_bs
= min(tmp_br, asint(uniform_d));\n\t\t uint tmp_bt = (uint)tmp_bs;\n\t\t
float tmp_bu = (float)tmp_bt;\n\t\t float3 tmp_bv = float3(tmp_bu, (float)0,
(float)0);\n\t\t float4 tmp_bw = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bv);\n\t\t
float tmp_bx = tmp_bw[0];\n\t\t float tmp_by = tmp_bw[1];\n\t\t float
tmp_bz = tmp_bw[2];\n\t\t float3 tmp_ca = float3(tmp_bx, tmp_by, tmp_bz);\n\t\t
uint tmp_cc = tmp_r + (uint)4294967295;\n\t\t int tmp_cd = (int)tmp_cc;\n\t\t
int tmp_ce = max(tmp_cd, (int)0);\n\t\t int tmp_cf = min(tmp_ce, asint(uniform_d));\n\t\t
uint tmp_cg = (uint)tmp_cf;\n\t\t float tmp_ch = (float)tmp_cg;\n\t\t
float3 tmp_ci = float3(tmp_ch, (float)0, (float)0);\n\t\t float4 tmp_cj
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ci);\n\t\t float tmp_ck =
tmp_cj[0];\n\t\t float tmp_cl = tmp_cj[1];\n\t\t float tmp_cm = tmp_cj[2];\n\t\t
float3 tmp_cn = float3(tmp_ck, tmp_cl, tmp_cm);\n\t\t float3 tmp_co = tmp_ca
- tmp_cn;\n\t\t float3 tmp_cp = tmp_co * tmp_co;\n\t\t float tmp_cq =
tmp_cp[2];\n\t\t float tmp_cr = tmp_cp[1];\n\t\t float tmp_cs = tmp_cq
+ tmp_cr;\n\t\t float tmp_ct = tmp_cp[0];\n\t\t float tmp_cu = tmp_cs
+ tmp_ct;\n\t\t float tmp_cw = pow(tmp_cu, (float)0.5);\n\t\t float tmp_cx
= (float)1 / tmp_cw;\n\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t
float3 tmp_cz = tmp_co * tmp_cy;\n\t\t float3 tmp_da = tmp_ca - tmp_bc;\n\t\t
float3 tmp_dc = tmp_da * float3(0.5, 0.5, 0.5);\n\t\t float3 tmp_dd = tmp_cz
* tmp_dc;\n\t\t float tmp_de = tmp_dd[2];\n\t\t float tmp_df = tmp_dd[1];\n\t\t
float tmp_dg = tmp_de + tmp_df;\n\t\t float tmp_dh = tmp_dd[0];\n\t\t
float tmp_di = tmp_dg + tmp_dh;\n\t\t float tmp_dj = abs(tmp_di);\n\t\t
float3 tmp_dk = tmp_da * tmp_da;\n\t\t float tmp_dl = tmp_dk[2];\n\t\t
float tmp_dm = tmp_dk[1];\n\t\t float tmp_dn = tmp_dl + tmp_dm;\n\t\t
float tmp_do = tmp_dk[0];\n\t\t float tmp_dp = tmp_dn + tmp_do;\n\t\t
float tmp_dq = pow(tmp_dp, (float)0.5);\n\t\t float tmp_ds = tmp_dq * (float)0.25;\n\t\t
float tmp_dt = max(tmp_dj, tmp_ds);\n\t\t float3 tmp_du = float3(tmp_dt,
tmp_dt, tmp_dt);\n\t\t float3 tmp_dv = tmp_cz * tmp_du;\n\t\t float3
tmp_dw = tmp_bc + tmp_dv;\n\t\t float3 tmp_dx = float3(3, 3, 3) * tmp_dw;\n\t\t
float3 tmp_dy = tmp_dx * tmp_bi;\n\t\t float3 tmp_dz = tmp_dy * tmp_bi;\n\t\t
float3 tmp_ea = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t float3 tmp_eb = tmp_dz
* tmp_ea;\n\t\t float3 tmp_ec = tmp_bl + tmp_eb;\n\t\t uint tmp_ee =
tmp_r + (uint)2;\n\t\t int tmp_ef = (int)tmp_ee;\n\t\t int tmp_eg = max(tmp_ef,
(int)0);\n\t\t int tmp_eh = min(tmp_eg, asint(uniform_d));\n\t\t uint
tmp_ei = (uint)tmp_eh;\n\t\t float tmp_ej = (float)tmp_ei;\n\t\t float3
tmp_ek = float3(tmp_ej, (float)0, (float)0);\n\t\t float4 tmp_el = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ek);\n\t\t
float tmp_em = tmp_el[0];\n\t\t float tmp_en = tmp_el[1];\n\t\t float
tmp_eo = tmp_el[2];\n\t\t float3 tmp_ep = float3(tmp_em, tmp_en, tmp_eo);\n\t\t
float3 tmp_eq = tmp_ep - tmp_bc;\n\t\t float3 tmp_er = tmp_eq * tmp_eq;\n\t\t
float tmp_es = tmp_er[2];\n\t\t float tmp_et = tmp_er[1];\n\t\t float
tmp_eu = tmp_es + tmp_et;\n\t\t float tmp_ev = tmp_er[0];\n\t\t float
tmp_ew = tmp_eu + tmp_ev;\n\t\t float tmp_ex = pow(tmp_ew, (float)0.5);\n\t\t
float tmp_ey = (float)1 / tmp_ex;\n\t\t float3 tmp_ez = float3(tmp_ey, tmp_ey,
tmp_ey);\n\t\t float3 tmp_fa = tmp_eq * tmp_ez;\n\t\t float3 tmp_fb =
tmp_dc * tmp_fa;\n\t\t float tmp_fc = tmp_fb[2];\n\t\t float tmp_fd =
tmp_fb[1];\n\t\t float tmp_fe = tmp_fc + tmp_fd;\n\t\t float tmp_ff =
tmp_fb[0];\n\t\t float tmp_fg = tmp_fe + tmp_ff;\n\t\t float tmp_fh =
abs(tmp_fg);\n\t\t float tmp_fi = max(tmp_ds, tmp_fh);\n\t\t float3 tmp_fj
= float3(tmp_fi, tmp_fi, tmp_fi);\n\t\t float3 tmp_fk = tmp_fa * tmp_fj;\n\t\t
float3 tmp_fm = tmp_fk * float3(-1, -1, -1);\n\t\t float3 tmp_fn = tmp_fm
+ tmp_ca;\n\t\t float3 tmp_fo = float3(3, 3, 3) * tmp_fn;\n\t\t float3
tmp_fp = tmp_fo * tmp_bi;\n\t\t float3 tmp_fq = tmp_fp * tmp_ea;\n\t\t
float3 tmp_fr = tmp_fq * tmp_ea;\n\t\t float3 tmp_fs = tmp_ec + tmp_fr;\n\t\t
float3 tmp_ft = tmp_ca * tmp_ea;\n\t\t float3 tmp_fu = tmp_ft * tmp_ea;\n\t\t
float3 tmp_fv = tmp_fu * tmp_ea;\n\t\t float3 tmp_fw = tmp_fs + tmp_fv;\n\t\t
float4 tmp_fz = GeneratePerlinNoise(tmp_fw, float3(1, 0.313863188, 4).x, (int)4,
float3(1, 0.313863188, 4).y, float3(1, 0.313863188, 4).z);\n\t\t float tmp_ga
= tmp_fz[1];\n\t\t float tmp_gc = tmp_ga * (float)0.200000003;\n\t\t
float tmp_gd = tmp_fz[2];\n\t\t float tmp_ge = tmp_gd * (float)0.200000003;\n\t\t
float tmp_gf = tmp_fz[3];\n\t\t float tmp_gg = tmp_gf * (float)0.200000003;\n\t\t
float3 tmp_gh = float3(tmp_gc, tmp_ge, tmp_gg);\n\t\t float3 tmp_gi = tmp_fw
+ tmp_gh;\n\t\t SetAttribute_CAC29747( /*inout */attributes.position, tmp_gi);\n\t\t}\n\t\t{\n\t\t
float tmp_s = attributes.stripProgress * uniform_b;\n\t\t float tmp_t =
frac(tmp_s);\n\t\t float tmp_v = max(tmp_t, (float)0);\n\t\t float tmp_w
= min(tmp_v, (float)1);\n\t\t float tmp_x = (float)1 - tmp_w;\n\t\t float3
tmp_y = float3(tmp_x, tmp_x, tmp_x);\n\t\t float3 tmp_z = float3(3, 3, 3)
* tmp_y;\n\t\t float3 tmp_ba = tmp_z * tmp_y;\n\t\t uint tmp_bb = (uint)tmp_s;\n\t\t
uint tmp_bd = tmp_bb > (uint)0 ? tmp_bb : (uint)0;\n\t\t uint tmp_be = tmp_bd
< asuint(uniform_c) ? tmp_bd : asuint(uniform_c);\n\t\t float tmp_bf = (float)tmp_be;\n\t\t
float3 tmp_bg = float3(tmp_bf, (float)0, (float)0);\n\t\t float4 tmp_bh
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bg);\n\t\t float tmp_bi =
tmp_bh[0];\n\t\t float tmp_bj = tmp_bh[1];\n\t\t float tmp_bk = tmp_bh[2];\n\t\t
float3 tmp_bl = float3(tmp_bi, tmp_bj, tmp_bk);\n\t\t int tmp_bm = (int)tmp_bb;\n\t\t
int tmp_bo = tmp_bm + (int)1;\n\t\t int tmp_bq = max(tmp_bo, (int)0);\n\t\t
int tmp_br = min(tmp_bq, asint(uniform_d));\n\t\t uint tmp_bs = (uint)tmp_br;\n\t\t
float tmp_bt = (float)tmp_bs;\n\t\t float3 tmp_bu = float3(tmp_bt, (float)0,
(float)0);\n\t\t float4 tmp_bv = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bu);\n\t\t
float tmp_bw = tmp_bv[0];\n\t\t float tmp_bx = tmp_bv[1];\n\t\t float
tmp_by = tmp_bv[2];\n\t\t float3 tmp_bz = float3(tmp_bw, tmp_bx, tmp_by);\n\t\t
uint tmp_cb = tmp_bb + (uint)4294967295;\n\t\t int tmp_cc = (int)tmp_cb;\n\t\t
int tmp_cd = max(tmp_cc, (int)0);\n\t\t int tmp_ce = min(tmp_cd, asint(uniform_d));\n\t\t
uint tmp_cf = (uint)tmp_ce;\n\t\t float tmp_cg = (float)tmp_cf;\n\t\t
float3 tmp_ch = float3(tmp_cg, (float)0, (float)0);\n\t\t float4 tmp_ci
= LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ch);\n\t\t float tmp_cj =
tmp_ci[0];\n\t\t float tmp_ck = tmp_ci[1];\n\t\t float tmp_cl = tmp_ci[2];\n\t\t
float3 tmp_cm = float3(tmp_cj, tmp_ck, tmp_cl);\n\t\t float3 tmp_cn = tmp_bz
- tmp_cm;\n\t\t float3 tmp_co = tmp_cn * tmp_cn;\n\t\t float tmp_cp =
tmp_co[2];\n\t\t float tmp_cq = tmp_co[1];\n\t\t float tmp_cr = tmp_cp
+ tmp_cq;\n\t\t float tmp_cs = tmp_co[0];\n\t\t float tmp_ct = tmp_cr
+ tmp_cs;\n\t\t float tmp_cv = pow(tmp_ct, (float)0.5);\n\t\t float tmp_cw
= (float)1 / tmp_cv;\n\t\t float3 tmp_cx = float3(tmp_cw, tmp_cw, tmp_cw);\n\t\t
float3 tmp_cy = tmp_cn * tmp_cx;\n\t\t float3 tmp_cz = tmp_bz - tmp_bl;\n\t\t
float3 tmp_db = tmp_cz * float3(0.5, 0.5, 0.5);\n\t\t float3 tmp_dc = tmp_cy
* tmp_db;\n\t\t float tmp_dd = tmp_dc[2];\n\t\t float tmp_de = tmp_dc[1];\n\t\t
float tmp_df = tmp_dd + tmp_de;\n\t\t float tmp_dg = tmp_dc[0];\n\t\t
float tmp_dh = tmp_df + tmp_dg;\n\t\t float tmp_di = abs(tmp_dh);\n\t\t
float3 tmp_dj = tmp_cz * tmp_cz;\n\t\t float tmp_dk = tmp_dj[2];\n\t\t
float tmp_dl = tmp_dj[1];\n\t\t float tmp_dm = tmp_dk + tmp_dl;\n\t\t
float tmp_dn = tmp_dj[0];\n\t\t float tmp_do = tmp_dm + tmp_dn;\n\t\t
float tmp_dp = pow(tmp_do, (float)0.5);\n\t\t float tmp_dr = tmp_dp * (float)0.25;\n\t\t
float tmp_ds = max(tmp_di, tmp_dr);\n\t\t float3 tmp_dt = float3(tmp_ds,
tmp_ds, tmp_ds);\n\t\t float3 tmp_du = tmp_cy * tmp_dt;\n\t\t float3
tmp_dv = tmp_bl + tmp_du;\n\t\t float3 tmp_dw = tmp_dv - tmp_bl;\n\t\t
float3 tmp_dx = tmp_ba * tmp_dw;\n\t\t float3 tmp_dz = float3(6, 6, 6) *
tmp_y;\n\t\t float3 tmp_ea = float3(tmp_w, tmp_w, tmp_w);\n\t\t float3
tmp_eb = tmp_dz * tmp_ea;\n\t\t uint tmp_ed = tmp_bb + (uint)2;\n\t\t
int tmp_ee = (int)tmp_ed;\n\t\t int tmp_ef = max(tmp_ee, (int)0);\n\t\t
int tmp_eg = min(tmp_ef, asint(uniform_d));\n\t\t uint tmp_eh = (uint)tmp_eg;\n\t\t
float tmp_ei = (float)tmp_eh;\n\t\t float3 tmp_ej = float3(tmp_ei, (float)0,
(float)0);\n\t\t float4 tmp_ek = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ej);\n\t\t
float tmp_el = tmp_ek[0];\n\t\t float tmp_em = tmp_ek[1];\n\t\t float
tmp_en = tmp_ek[2];\n\t\t float3 tmp_eo = float3(tmp_el, tmp_em, tmp_en);\n\t\t
float3 tmp_ep = tmp_eo - tmp_bl;\n\t\t float3 tmp_eq = tmp_ep * tmp_ep;\n\t\t
float tmp_er = tmp_eq[2];\n\t\t float tmp_es = tmp_eq[1];\n\t\t float
tmp_et = tmp_er + tmp_es;\n\t\t float tmp_eu = tmp_eq[0];\n\t\t float
tmp_ev = tmp_et + tmp_eu;\n\t\t float tmp_ew = pow(tmp_ev, (float)0.5);\n\t\t
float tmp_ex = (float)1 / tmp_ew;\n\t\t float3 tmp_ey = float3(tmp_ex, tmp_ex,
tmp_ex);\n\t\t float3 tmp_ez = tmp_ep * tmp_ey;\n\t\t float3 tmp_fa =
tmp_db * tmp_ez;\n\t\t float tmp_fb = tmp_fa[2];\n\t\t float tmp_fc =
tmp_fa[1];\n\t\t float tmp_fd = tmp_fb + tmp_fc;\n\t\t float tmp_fe =
tmp_fa[0];\n\t\t float tmp_ff = tmp_fd + tmp_fe;\n\t\t float tmp_fg =
abs(tmp_ff);\n\t\t float tmp_fh = max(tmp_dr, tmp_fg);\n\t\t float3 tmp_fi
= float3(tmp_fh, tmp_fh, tmp_fh);\n\t\t float3 tmp_fj = tmp_ez * tmp_fi;\n\t\t
float3 tmp_fl = tmp_fj * float3(-1, -1, -1);\n\t\t float3 tmp_fm = tmp_fl
+ tmp_bz;\n\t\t float3 tmp_fn = tmp_fm - tmp_dv;\n\t\t float3 tmp_fo
= tmp_eb * tmp_fn;\n\t\t float3 tmp_fp = tmp_dx + tmp_fo;\n\t\t float3
tmp_fq = float3(3, 3, 3) * tmp_ea;\n\t\t float3 tmp_fr = tmp_fq * tmp_ea;\n\t\t
float3 tmp_fs = tmp_bz - tmp_fm;\n\t\t float3 tmp_ft = tmp_fr * tmp_fs;\n\t\t
float3 tmp_fu = tmp_fp + tmp_ft;\n\t\t float3 tmp_fv = mul((float3x3)uniform_e,
tmp_fu);\n\t\t SetAttribute_595BA547( /*inout */attributes.direction, tmp_fv);\n\t\t}\n\t\t{\n\t\t
attributes.eventCount = 0u;\n\t\t GPUEventRate_1( /*inout */attributes.rateCount_d,
/*inout */attributes.eventCount, (float)10, deltaTime_d);\n\t\t eventCount_a
+= attributes.eventCount;\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_d);\n\t\tAge( /*inout */attributes.age, deltaTime_d);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0x8 + 0x83) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x84) << 2,asuint(attributes.stripProgress));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x80) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x180) << 2,asuint(attributes.direction));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x85) << 2,asuint(attributes.rateCount_d));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x86) << 2,uint(attributes.alive));\n\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 3]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_RATECOUNT_C_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_STRIPALIVE_CURRENT 1\n#define
VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_DIRECTION_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
Attributes\n{\n float3 position;\n float3 velocity;\n uint seed;\n
float lifetime;\n float rateCount_c;\n float alpha;\n float age;\n
bool alive;\n bool stripAlive;\n};\n\nstruct SourceAttributes\n{\n float3
position;\n float3 direction;\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_CAC02F9E(inout float3 position, float3 Value) /*attribute:position
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n position
= Value;\n}\nvoid SetAttribute_E6295C0(inout float3 velocity, inout uint seed,
float3 A, float3 B) /*attribute:velocity Composition:Overwrite Source:Slot
Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
SetAttribute_3325412(inout float3 velocity, float3 Velocity, float Blend) /*attribute:velocity
Composition:Blend Source:Slot Random:Off channels:XYZ */\n{\n velocity =
lerp(velocity,Velocity,Blend);\n}\nvoid SetAttribute_F01429A3(inout float lifetime,
inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\nvoid
SetCustomAttribute_A2581241(inout float rateCount_c, float _RateCount_c) /*attribute:rateCount_c
Composition:Overwrite Random:Off AttributeType:Float */\n{\n rateCount_c
= _RateCount_c;\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 \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.velocity = float3(0,
0, 0);\n attributes.seed = (uint)0;\n attributes.lifetime = (float)1;\n
attributes.rateCount_c = (float)0;\n attributes.alpha = (float)1;\n
attributes.age = (float)0;\n attributes.alive = (bool)true;\n
attributes.stripAlive = (bool)true;\n sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x8 + 0x80) << 2));\n sourceAttributes.direction = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x4 + 0x180) << 2));\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 float3 tmp_l = sourceAttributes.position;\n
SetAttribute_CAC02F9E( /*inout */attributes.position, tmp_l);\n }\n
{\n SetAttribute_E6295C0( /*inout */attributes.velocity, /*inout
*/attributes.seed, float3(-2, -2, -2), float3(2, 2, 2));\n }\n
{\n float3 tmp_l = sourceAttributes.direction;\n SetAttribute_3325412(
/*inout */attributes.velocity, tmp_l, (float)0.877419412);\n }\n
{\n SetAttribute_F01429A3( /*inout */attributes.lifetime, /*inout
*/attributes.seed, (float)0.649999976, (float)1);\n }\n {\n
SetCustomAttribute_A2581241( /*inout */attributes.rateCount_c, (float)1);\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 * 0x8 + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store3((index * 0x4 + 0x6400) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x4 + 0x6403) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(attributes.rateCount_c));\n
attributeBuffer.Store((index * 0x2 + 0x9601) << 2,asuint(attributes.alpha));\n
attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(attributes.age));\n
attributeBuffer.Store((index * 0x8 + 0x5) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x8 + 0x6) << 2,uint(attributes.stripAlive));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 3]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_RATECOUNT_C_CURRENT
1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_STRIPALIVE_CURRENT
1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4 Alpha_b;\n float3 uniform_b;\n float deltaTime_c;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 position;\n float3 velocity;\n float lifetime;\n
float rateCount_c;\n float alpha;\n float age;\n uint eventCount;\n
bool alive;\n bool stripAlive;\n};\n\nstruct SourceAttributes\n{\n};\n\nAppendStructuredBuffer<uint>
eventListOut_a;\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT &&
!HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position
Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position +=
Position;\n}\nvoid AttributeFromCurve_7BA3F6A(inout float alpha, float age,
float lifetime, float4 Alpha) /*attribute:alpha Composition:Overwrite AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n{\n float t = age / lifetime;\n float value = 0.0f;\n value =
SampleCurve(Alpha, t);\n alpha = value;\n}\nvoid GPUEventRate_1(inout float
rateCount_c, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
clampToOne:True */\n{\n rateCount_c += deltaTime * Rate;\n uint count
= floor(rateCount_c);\n rateCount_c = frac(rateCount_c);\n eventCount
= count;\n eventCount = min(eventCount,1);\n \n}\nvoid EulerIntegration(inout
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age +=
deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\tattributes.stripAlive
= (attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x6400) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6403) << 2));\n\t\t\tattributes.rateCount_c
= asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\tattributes.alpha
= asfloat(attributeBuffer.Load((index * 0x2 + 0x9601) << 2));\n\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\tattributes.eventCount
= (uint)0;\n\t\t\tuint eventCount_a = 0u;\n\t\t\t\n\r\n\r\n// Initialize built-in
needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
float4 tmp_q = GeneratePerlinNoise(attributes.position, float3(1, 0.313863188,
4).x, (int)4, float3(1, 0.313863188, 4).y, float3(1, 0.313863188, 4).z);\n\t\t\t
float tmp_r = tmp_q[1];\n\t\t\t float tmp_t = tmp_r * (float)2;\n\t\t\t
float tmp_u = tmp_q[2];\n\t\t\t float tmp_v = tmp_u * (float)2;\n\t\t\t
float tmp_w = tmp_q[3];\n\t\t\t float tmp_x = tmp_w * (float)2;\n\t\t\t
float3 tmp_y = float3(tmp_t, tmp_v, tmp_x);\n\t\t\t float3 tmp_z = tmp_y
* uniform_b;\n\t\t\t float3 tmp_bb = tmp_z * float3(2, 2, 2);\n\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bb);\n\t\t\t}\n\t\t\tAttributeFromCurve_7BA3F6A(
/*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_b);\n\t\t\t{\n\t\t\t
attributes.eventCount = 0u;\n\t\t\t GPUEventRate_1( /*inout */attributes.rateCount_c,
/*inout */attributes.eventCount, (float)30, deltaTime_c);\n\t\t\t eventCount_a
+= attributes.eventCount;\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_c);\n\t\t\tAge( /*inout */attributes.age, deltaTime_c);\n\t\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x8
+ 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x3) << 2,asuint(attributes.rateCount_c));\n\t\t\t\tattributeBuffer.Store((index
* 0x2 + 0x9601) << 2,asuint(attributes.alpha));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x4) << 2,asuint(attributes.age));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x6) << 2,uint(attributes.stripAlive));\n\t\t\t\tfor (uint i = 0; i
< eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x5) << 2,uint(attributes.alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
attributeBuffer.Store((index * 0x8 + 0x6) << 2,uint(attributes.stripAlive));\n
\n\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x6400) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6403) << 2));\n\t\tattributes.rateCount_c
= asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\tattributes.alpha
= asfloat(attributeBuffer.Load((index * 0x2 + 0x9601) << 2));\n\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\tattributes.eventCount
= (uint)0;\n\t\tuint eventCount_a = 0u;\n\t\tattributes.alive = (attributeBuffer.Load((index
* 0x8 + 0x5) << 2));\n\t\tattributes.stripAlive = (attributeBuffer.Load((index
* 0x8 + 0x6) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
float4 tmp_q = GeneratePerlinNoise(attributes.position, float3(1, 0.313863188,
4).x, (int)4, float3(1, 0.313863188, 4).y, float3(1, 0.313863188, 4).z);\n\t\t
float tmp_r = tmp_q[1];\n\t\t float tmp_t = tmp_r * (float)2;\n\t\t float
tmp_u = tmp_q[2];\n\t\t float tmp_v = tmp_u * (float)2;\n\t\t float tmp_w
= tmp_q[3];\n\t\t float tmp_x = tmp_w * (float)2;\n\t\t float3 tmp_y
= float3(tmp_t, tmp_v, tmp_x);\n\t\t float3 tmp_z = tmp_y * uniform_b;\n\t\t
float3 tmp_bb = tmp_z * float3(2, 2, 2);\n\t\t SetAttribute_C707D62A( /*inout
*/attributes.position, tmp_bb);\n\t\t}\n\t\tAttributeFromCurve_7BA3F6A( /*inout
*/attributes.alpha, attributes.age, attributes.lifetime, Alpha_b);\n\t\t{\n\t\t
attributes.eventCount = 0u;\n\t\t GPUEventRate_1( /*inout */attributes.rateCount_c,
/*inout */attributes.eventCount, (float)30, deltaTime_c);\n\t\t eventCount_a
+= attributes.eventCount;\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_c);\n\t\tAge( /*inout */attributes.age, deltaTime_c);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x3) << 2,asuint(attributes.rateCount_c));\n\t\tattributeBuffer.Store((index
* 0x2 + 0x9601) << 2,asuint(attributes.alpha));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x4) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x5) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x6) << 2,uint(attributes.stripAlive));\n\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 4]Initialize Particle Strip'
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_ALPHA_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_ALPHA_SOURCE
1\n#define STRIP_COUNT 64u\n#define PARTICLE_PER_STRIP_COUNT 200u\n#define
VFX_USE_SPAWNER_FROM_GPU 1\n#define HAS_STRIPS 1\n#define VFX_WORLD_SPACE 1\n#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
Attributes\n{\n float3 position;\n float alpha;\n float lifetime;\n
float age;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n float3 position;\n
float alpha;\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_CAC02F9E(inout float3 position, float3 Value) /*attribute:position
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n position
= Value;\n}\nvoid SetAttribute_CEED5B05(inout float alpha, float Value) /*attribute:alpha
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n alpha
= Value;\n}\nvoid SetAttribute_F0142CB9(inout float lifetime, float Lifetime)
/*attribute:lifetime Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n lifetime = Lifetime;\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 \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.alpha = (float)1;\n
attributes.lifetime = (float)1;\n attributes.age = (float)0;\n
attributes.alive = (bool)true;\n sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x8 + 0x0) << 2));\n sourceAttributes.alpha = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x2 + 0x9601) << 2));\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 float3 tmp_t = sourceAttributes.position;\n
SetAttribute_CAC02F9E( /*inout */attributes.position, tmp_t);\n }\n
{\n float tmp_t = sourceAttributes.alpha;\n SetAttribute_CEED5B05(
/*inout */attributes.alpha, tmp_t);\n }\n {\n SetAttribute_F0142CB9(
/*inout */attributes.lifetime, (float)1);\n }\n \n\r\n\t\t\r\n#if
VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n
{\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(attributes.alpha));\n
attributeBuffer.Store((index * 0x1 + 0xC800) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x1 + 0xFA00) << 2,asuint(attributes.age));\n
attributeBuffer.Store((index * 0x1 + 0x12C00) << 2,uint(attributes.alive));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 4]Update Particle Strip'
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_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define STRIP_COUNT 64u\n#define PARTICLE_PER_STRIP_COUNT
200u\n#define HAS_STRIPS 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float lifetime;\n float age;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x12C00) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xC800) << 2));\n\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0xFA00) << 2));\n\t\t\t\n\r\n\r\n//
Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0xFA00) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x12C00) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xC800) << 2));\n\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0xFA00) << 2));\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x12C00) << 2));\n\t\t\n\r\n\t\t\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\r\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0x1 + 0xFA00) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
* 0x1 + 0x12C00) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 4]Output ParticleStrip Quad'
source: "Shader \"Hidden/VFX/Lightning/System 4/Output ParticleStrip Quad\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define
VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define
VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define
VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define STRIP_COUNT 64u\n\t\t#define
PARTICLE_PER_STRIP_COUNT 200u\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_BYPASS_EXPOSURE
1\n\t\t#define HAS_STRIPS 1\n\t\t#define VFX_STRIPS_UV_STRECHED 1\n\t\t#define
VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Alpha_e;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
float3 position;\n\t\t float alpha;\n\t\t float lifetime;\n\t\t float3
color;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t
float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float
pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t
float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t float
age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
#endif\n\t\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#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
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
ScreenSpaceSize_1(float3 position, float size, inout float scaleX, inout float
scaleY, inout float scaleZ, float PixelSize) /*sizeMode:PixelAbsolute sizeZMode:SameAsSizeX
*/\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
float2 newScale = (float2(PixelSize, PixelSize) * clipPosW) / (size * 0.5f
* min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] * _ScreenParams.y));\n\t\t\t
scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t scaleZ = scaleX;\n\t\t\t}\n\t\t\tvoid
SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid
SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX,
inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size
* float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_CF7471E0(inout
float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha Composition:Multiply
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
value = 0.0f;\n\t\t\t value = SampleCurve(Alpha, t);\n\t\t\t alpha *=
value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error
VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0xC800) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x1 + 0xFA00) << 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\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.alpha
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xC800) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 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.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0xFA00) << 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\t\n\t\t\t\t{\n\t\t\t\t
ScreenSpaceSize_1(attributes.position, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, (float)2);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, attributes.alpha);\n\t\t\t\tSubpixelAA(attributes.position,
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, float3(2.76078439, 34.8862762, 64));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_CF7471E0(
/*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#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\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t
#ifdef VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t float
alpha = VFXGetFragmentColor(i).a;\n\t\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity =
(i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\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\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
_ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos :
SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.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
ScreenSpaceSize_1(float3 position, float size, inout float scaleX, inout float
scaleY, inout float scaleZ, float PixelSize) /*sizeMode:PixelAbsolute sizeZMode:SameAsSizeX
*/\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
float2 newScale = (float2(PixelSize, PixelSize) * clipPosW) / (size * 0.5f
* min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] * _ScreenParams.y));\n\t\t\t
scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t scaleZ = scaleX;\n\t\t\t}\n\t\t\tvoid
SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid
SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX,
inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size
* float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_CF7471E0(inout
float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha Composition:Multiply
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
value = 0.0f;\n\t\t\t value = SampleCurve(Alpha, t);\n\t\t\t alpha *=
value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error
VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0xC800) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 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.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x1 + 0xFA00) << 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\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.alpha
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xC800) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 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.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x1 + 0xFA00) << 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\t\n\t\t\t\t{\n\t\t\t\t
ScreenSpaceSize_1(attributes.position, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, (float)2);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, attributes.alpha);\n\t\t\t\tSubpixelAA(attributes.position,
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
/*inout */attributes.scaleY);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, float3(2.76078439, 34.8862762, 64));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_CF7471E0(
/*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
!HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if
VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tps_output
frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if
VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t \n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t
o.color.a = OUTSG.;\n\t\t #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color
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= saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
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o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
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