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Attributes\n{\n float3 position;\n uint seed;\n float3 direction;\n
float3 velocity;\n float texIndex;\n float scaleX;\n float scaleY;\n
float pivotX;\n uint particleId;\n float3 axisX;\n float3 axisY;\n
float3 axisZ;\n float angleX;\n float angleY;\n float age;\n float3
color;\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
PositionSphere_31A(inout float3 position, inout uint seed, inout float3 direction,
float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, float ArcSphere_arc,
float volumeFactor) /*positionMode:ThicknessAbsolute spawnMode:Random */\n{\n
float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n
float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n
\n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
\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 VelocityRandomize_18C(inout float3 velocity, inout float3
direction, inout uint seed, float MinSpeed, float MaxSpeed, float DirectionBlend)
/*composition:Add speedMode:Random */\n{\n float3 randomDirection = normalize(RAND3
* 2.0f - 1.0f);\n float speed = lerp(MinSpeed,MaxSpeed,RAND);\n direction
= VFXSafeNormalize(lerp(direction, randomDirection, DirectionBlend));\n
velocity += direction * speed;\n}\nvoid SetAttribute_CA100327(inout float texIndex,
inout uint seed, float A, float B) /*attribute:texIndex Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n texIndex = lerp(A,B,RAND);\n}\n\n\r\n\r\n#if
HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint
relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip
is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
-1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
if (id < currentSumSpawnCount)\n {\n break;\n
}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
attributes.position = float3(0, 0, 0);\n attributes.seed = (uint)0;\n
attributes.direction = float3(0, 0, 1);\n attributes.velocity = float3(0,
0, 0);\n attributes.texIndex = (float)0;\n attributes.scaleX
= (float)1;\n attributes.scaleY = (float)1;\n attributes.pivotX
= (float)0;\n attributes.particleId = (uint)0;\n attributes.axisX
= float3(1, 0, 0);\n attributes.axisY = float3(0, 1, 0);\n attributes.axisZ
= float3(0, 0, 1);\n attributes.angleX = (float)0;\n attributes.angleY
= (float)0;\n attributes.age = (float)0;\n attributes.color =
float3(1, 1, 1);\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n PositionSphere_31A(
/*inout */attributes.position, /*inout */attributes.seed, /*inout */attributes.direction,
float3(0, 0, 0), (float)1, (float)6.28318548, (float)0.86349088);\n
}\n {\n float3 tmp_z = attributes.position * attributes.position;\n
float tmp_ba = tmp_z[2];\n float tmp_bb = tmp_z[1];\n
float tmp_bc = tmp_ba + tmp_bb;\n float tmp_bd = tmp_z[0];\n
float tmp_be = tmp_bc + tmp_bd;\n float tmp_bg = pow(tmp_be, (float)0.5);\n
float tmp_bh = (float)1 / tmp_bg;\n float3 tmp_bi = float3(tmp_bh,
tmp_bh, tmp_bh);\n float3 tmp_bj = attributes.position * tmp_bi;\n
float tmp_bk = tmp_bj[1];\n float tmp_bm = tmp_bj[2];\n
float tmp_bn = (float)0 - tmp_bm;\n float tmp_bo = tmp_bj[0];\n
float3 tmp_bp = float3(tmp_bn, (float)0, tmp_bo);\n float3 tmp_bq
= tmp_bp * tmp_bp;\n float tmp_br = tmp_bq[2];\n float
tmp_bs = tmp_bq[1];\n float tmp_bt = tmp_br + tmp_bs;\n
float tmp_bu = tmp_bq[0];\n float tmp_bv = tmp_bt + tmp_bu;\n
float tmp_bw = pow(tmp_bv, (float)0.5);\n float tmp_bx = (float)1
/ tmp_bw;\n float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n
float3 tmp_bz = tmp_bp * tmp_by;\n float tmp_ca = tmp_bz[2];\n
float tmp_cb = tmp_bk * tmp_ca;\n float tmp_cc = tmp_bz[1];\n
float tmp_cd = tmp_bm * tmp_cc;\n float tmp_ce = tmp_cb - tmp_cd;\n
float tmp_cf = tmp_bz[0];\n float tmp_cg = tmp_bm * tmp_cf;\n
float tmp_ch = tmp_bo * tmp_ca;\n float tmp_ci = tmp_cg - tmp_ch;\n
float tmp_cj = tmp_bo * tmp_cc;\n float tmp_ck = tmp_bk * tmp_cf;\n
float tmp_cl = tmp_cj - tmp_ck;\n float3 tmp_cm = float3(tmp_ce,
tmp_ci, tmp_cl);\n SetAttribute_595BA547( /*inout */attributes.direction,
tmp_cm);\n }\n {\n VelocityRandomize_18C( /*inout
*/attributes.velocity, /*inout */attributes.direction, /*inout */attributes.seed,
(float)0.200000003, (float)1, (float)1);\n }\n {\n
SetAttribute_CA100327( /*inout */attributes.texIndex, /*inout */attributes.seed,
(float)0, (float)8);\n }\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n
if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t
uint deadIndex = deadListIn.DecrementCounter();\r\n uint index =
deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store3((index * 0x4 + 0xD0) << 2,asuint(attributes.direction));\n
attributeBuffer.Store3((index * 0x4 + 0x1A0) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x1 + 0x270) << 2,asuint(attributes.texIndex));\n
attributeBuffer.Store((index * 0x3 + 0x2A4) << 2,asuint(attributes.scaleX));\n
attributeBuffer.Store((index * 0x3 + 0x2A5) << 2,asuint(attributes.scaleY));\n
attributeBuffer.Store((index * 0x3 + 0x2A6) << 2,asuint(attributes.pivotX));\n
attributeBuffer.Store((index * 0x1 + 0x340) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store3((index * 0xC + 0x374) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x378) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0x37C) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store((index * 0x2 + 0x5E4) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0x2 + 0x5E5) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0x4 + 0x1A3) << 2,asuint(attributes.age));\n
attributeBuffer.Store3((index * 0x4 + 0x64C) << 2,asuint(attributes.color));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 1]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n float uniform_b;\n
float deltaTime_a;\n float uniform_f;\n uint PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 position;\n float3 direction;\n float3 velocity;\n
float mass;\n float scaleX;\n float scaleY;\n float pivotX;\n uint
particleId;\n float age;\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
Force_1(inout float3 velocity, float mass, float3 Velocity, float Drag, float
deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag
* deltaTime / mass);\n}\nvoid Turbulence_18D(float3 position, inout float3
velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform,
float Intensity, float Drag, float frequency, float roughness, float lacunarity,
int octaves, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n float3
vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GenerateValueCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity)
/*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n velocity = Velocity;\n}\nvoid SetAttribute_D5151647(inout float
scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n{\n scaleX = Scale.x;\n scaleY
= Scale.y;\n}\nvoid SetAttribute_65DEC946(inout float pivotX, float Pivot)
/*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n
pivotX = Pivot.x;\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}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif
(attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\tattributes.direction = asfloat(attributeBuffer.Load3((index
* 0x4 + 0xD0) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\tattributes.mass = (float)1;\n\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\n\r\n\r\n//
Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
float3 tmp_be = attributes.position * attributes.position;\n\t\t\t float
tmp_bf = tmp_be[2];\n\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t float tmp_bh
= tmp_bf + tmp_bg;\n\t\t\t float tmp_bi = tmp_be[0];\n\t\t\t float tmp_bj
= tmp_bh + tmp_bi;\n\t\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t
float tmp_bm = (float)1 / tmp_bl;\n\t\t\t float3 tmp_bn = float3(tmp_bm,
tmp_bm, tmp_bm);\n\t\t\t float3 tmp_bo = attributes.position * tmp_bn;\n\t\t\t
float tmp_bp = tmp_bo[1];\n\t\t\t float tmp_bq = attributes.direction[2];\n\t\t\t
float tmp_br = tmp_bp * tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[2];\n\t\t\t
float tmp_bt = attributes.direction[1];\n\t\t\t float tmp_bu = tmp_bs *
tmp_bt;\n\t\t\t float tmp_bv = tmp_br - tmp_bu;\n\t\t\t float tmp_bw
= attributes.direction[0];\n\t\t\t float tmp_bx = tmp_bs * tmp_bw;\n\t\t\t
float tmp_by = tmp_bo[0];\n\t\t\t float tmp_bz = tmp_by * tmp_bq;\n\t\t\t
float tmp_ca = tmp_bx - tmp_bz;\n\t\t\t float tmp_cb = tmp_by * tmp_bt;\n\t\t\t
float tmp_cc = tmp_bp * tmp_bw;\n\t\t\t float tmp_cd = tmp_cb - tmp_cc;\n\t\t\t
float3 tmp_ce = float3(tmp_bv, tmp_ca, tmp_cd);\n\t\t\t float tmp_cf = (float)attributes.particleId;\n\t\t\t
float tmp_ch = tmp_cf / (float)2;\n\t\t\t float tmp_ci = frac(tmp_ch);\n\t\t\t
float tmp_cj = tmp_ci * (float)2;\n\t\t\t bool tmp_cl = tmp_cj == (float)0;\n\t\t\t
float tmp_co = tmp_cl ? (float)4 : (float)-4;\n\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t float3 tmp_cq = tmp_ce * tmp_cp;\n\t\t\t uint
tmp_cs = attributes.particleId ^ asuint(uniform_b);\n\t\t\t float tmp_ct
= FixedRand(tmp_cs);\n\t\t\t float tmp_cu = (float)0.200000003 + tmp_ct;\n\t\t\t
float3 tmp_cv = float3(tmp_cu, tmp_cu, tmp_cu);\n\t\t\t float3 tmp_cw =
tmp_cq * tmp_cv;\n\t\t\t float3 tmp_cy = attributes.position * float3(-1,
-1, -1);\n\t\t\t float3 tmp_cz = tmp_cw + tmp_cy;\n\t\t\t Force_1( /*inout
*/attributes.velocity, attributes.mass, tmp_cz, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_b, FieldTransform_b, (float)1, (float)1, (float)1.5, (float)0.5,
(float)2, (int)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bd
= attributes.velocity * attributes.velocity;\n\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t
float tmp_bf = tmp_bd[1];\n\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t
float tmp_bh = tmp_bd[0];\n\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t
float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t float tmp_bl = min(tmp_bk,
uniform_f);\n\t\t\t float tmp_bn = min(tmp_bl, (float)1);\n\t\t\t float3
tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t float tmp_bp = (float)1
/ tmp_bk;\n\t\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t\t
float3 tmp_br = attributes.velocity * tmp_bq;\n\t\t\t float3 tmp_bs = tmp_bo
* tmp_br;\n\t\t\t SetAttribute_E629755( /*inout */attributes.velocity, tmp_bs);\n\t\t\t}\n\t\t\t{\n\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(0.600000024, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_65DEC946(
/*inout */attributes.pivotX, (float)0.449999988);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\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 + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x1A0) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x2A4) << 2,asuint(attributes.scaleX));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x2A5) << 2,asuint(attributes.scaleY));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x2A6) << 2,asuint(attributes.pivotX));\n\t\t\t\tattributeBuffer.Store((index
* 0x4 + 0x1A3) << 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\t\r\n#if
USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.direction
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xD0) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index *
0x3 + 0x2A4) << 2));\n\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x4 + 0x1A3) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
float3 tmp_be = attributes.position * attributes.position;\n\t\t float tmp_bf
= tmp_be[2];\n\t\t float tmp_bg = tmp_be[1];\n\t\t float tmp_bh = tmp_bf
+ tmp_bg;\n\t\t float tmp_bi = tmp_be[0];\n\t\t float tmp_bj = tmp_bh
+ tmp_bi;\n\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t float tmp_bm
= (float)1 / tmp_bl;\n\t\t float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t
float3 tmp_bo = attributes.position * tmp_bn;\n\t\t float tmp_bp = tmp_bo[1];\n\t\t
float tmp_bq = attributes.direction[2];\n\t\t float tmp_br = tmp_bp * tmp_bq;\n\t\t
float tmp_bs = tmp_bo[2];\n\t\t float tmp_bt = attributes.direction[1];\n\t\t
float tmp_bu = tmp_bs * tmp_bt;\n\t\t float tmp_bv = tmp_br - tmp_bu;\n\t\t
float tmp_bw = attributes.direction[0];\n\t\t float tmp_bx = tmp_bs * tmp_bw;\n\t\t
float tmp_by = tmp_bo[0];\n\t\t float tmp_bz = tmp_by * tmp_bq;\n\t\t
float tmp_ca = tmp_bx - tmp_bz;\n\t\t float tmp_cb = tmp_by * tmp_bt;\n\t\t
float tmp_cc = tmp_bp * tmp_bw;\n\t\t float tmp_cd = tmp_cb - tmp_cc;\n\t\t
float3 tmp_ce = float3(tmp_bv, tmp_ca, tmp_cd);\n\t\t float tmp_cf = (float)attributes.particleId;\n\t\t
float tmp_ch = tmp_cf / (float)2;\n\t\t float tmp_ci = frac(tmp_ch);\n\t\t
float tmp_cj = tmp_ci * (float)2;\n\t\t bool tmp_cl = tmp_cj == (float)0;\n\t\t
float tmp_co = tmp_cl ? (float)4 : (float)-4;\n\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t float3 tmp_cq = tmp_ce * tmp_cp;\n\t\t uint tmp_cs
= attributes.particleId ^ asuint(uniform_b);\n\t\t float tmp_ct = FixedRand(tmp_cs);\n\t\t
float tmp_cu = (float)0.200000003 + tmp_ct;\n\t\t float3 tmp_cv = float3(tmp_cu,
tmp_cu, tmp_cu);\n\t\t float3 tmp_cw = tmp_cq * tmp_cv;\n\t\t float3
tmp_cy = attributes.position * float3(-1, -1, -1);\n\t\t float3 tmp_cz =
tmp_cw + tmp_cy;\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_cz, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_b, FieldTransform_b,
(float)1, (float)1, (float)1.5, (float)0.5, (float)2, (int)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
float3 tmp_bd = attributes.velocity * attributes.velocity;\n\t\t float tmp_be
= tmp_bd[2];\n\t\t float tmp_bf = tmp_bd[1];\n\t\t float tmp_bg = tmp_be
+ tmp_bf;\n\t\t float tmp_bh = tmp_bd[0];\n\t\t float tmp_bi = tmp_bg
+ tmp_bh;\n\t\t float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t float tmp_bl
= min(tmp_bk, uniform_f);\n\t\t float tmp_bn = min(tmp_bl, (float)1);\n\t\t
float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t float tmp_bp = (float)1
/ tmp_bk;\n\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t
float3 tmp_br = attributes.velocity * tmp_bq;\n\t\t float3 tmp_bs = tmp_bo
* tmp_br;\n\t\t SetAttribute_E629755( /*inout */attributes.velocity, tmp_bs);\n\t\t}\n\t\t{\n\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(0.600000024, 1));\n\t\t}\n\t\t{\n\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0.449999988);\n\t\t}\n\t\tEulerIntegration( /*inout
*/attributes.position, attributes.velocity, deltaTime_a);\n\t\tAge( /*inout
*/attributes.age, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x1A0) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x2A4) << 2,asuint(attributes.scaleX));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x2A5) << 2,asuint(attributes.scaleY));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x2A6) << 2,asuint(attributes.pivotX));\n\t\tattributeBuffer.Store((index
* 0x4 + 0x1A3) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]A Left Wing'
source: "Shader \"Hidden/VFX/Butterflies/System 1/(A) Left Wing\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\"
\"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT
1\n\t\t#define VFX_USE_TEXINDEX_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_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_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_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_SCALEZ_CURRENT 1\n\t\t#define
VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define
USE_MOTION_VECTORS_PASS 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define
USE_FLIPBOOK 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR
1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define FORCE_NORMAL_VARYING
1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float uniform_b;\n\t\t float Angle_d;\n\t\t float currentFrameIndex;\n\t\t
uint PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
float3 position;\n\t\t float3 velocity;\n\t\t float texIndex;\n\t\t
float scaleX;\n\t\t float scaleY;\n\t\t float pivotX;\n\t\t uint particleId;\n\t\t
float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t
float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float
angleZ;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t
float scaleZ;\n\t\t float age;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState
samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_bw);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define
NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_bw);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_bw);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|| SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t
float3 posWS : TEXCOORD7;\n\t\t #endif\n\t\t\n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define VFX_VARYING_TANGENT
tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS
posWS\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_bw);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.396832585;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t thickness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_GBUFFER\n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t
\n\t\t #ifndef VFX_SHADERGRAPH\n\t\t \n\t\t void VFXGetHDRPLitData(out
SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData,
out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const
VFXUVData uvData, uint2 tileIndex)\n\t\t {\t\n\t\t \t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t
\tuint diffusionProfileHash = (uint)0;\n\t\t \t{\n\t\t \t \n\t\t
\t diffusionProfileHash = (uint)1076631242;\n\t\t \t}\n\t\t \t\n //
Loads diffusion profile\n\t\t \t#else\n\t\t \tconst uint diffusionProfileHash
= 0;\n\t\t \t#endif\n\t\t \t\n\t\t \tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t
\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t \tPositionInputs posInput =
GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t
\t\n\t\t \tfloat alpha;\n\t\t \tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t
\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t
\n\t\t \tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t
\t\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t //TODO: investigate
why this is needed\n\t\t preLightData.coatPartLambdaV = 0;\n\t\t
preLightData.coatIblR = 0;\n\t\t preLightData.coatIblF = 0;\n\t\t
\n\t\t \tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t
}\n\t\t \n\t\t void VFXGetHDRPLitData(out SurfaceData surfaceData, out
BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData
uvData)\n\t\t {\n\t\t \tBSDFData bsdfData = (BSDFData)0;\n\t\t \tPreLightData
preLightData = (PreLightData)0;\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t
\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t
}\n\t\t \n\t\t #endif\n\t\t \n\t\t \n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t
\n\t\t \n\t\t\n\t\t\t\t\t\n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid
frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\n\t\t
#ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t SurfaceData
surface;\n\t\t BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t
builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures
= MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion
= 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t surface.subsurfaceMask
= 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t
builtin.opacity = OUTSG.;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t
#endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t
ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t
#else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t
#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\t\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|| SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT
tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_bw);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.396832585;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t thickness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t
\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t,
out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
#else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t
#endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define
USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
uv\n\t\t\n\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_bw);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\n\t\t\n\t\t\t\t\n\t\t\n\t\t\t\tfloat alpha
= OUTSG.;\n\t\t\t#else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]B Right Wing'
source: "Shader \"Hidden/VFX/Butterflies/System 1/(B) Right Wing\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\"
\"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT
1\n\t\t#define VFX_USE_TEXINDEX_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_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_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_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_SCALEZ_CURRENT 1\n\t\t#define
VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define
USE_MOTION_VECTORS_PASS 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define
USE_FLIPBOOK 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR
1\n\t\t#define USE_DOUBLE_SIDED 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE
1\n\t\t#define FORCE_NORMAL_VARYING 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float uniform_b;\n\t\t float Angle_d;\n\t\t float currentFrameIndex;\n\t\t
uint PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
float3 position;\n\t\t float3 velocity;\n\t\t float texIndex;\n\t\t
float scaleX;\n\t\t float scaleY;\n\t\t float pivotX;\n\t\t uint particleId;\n\t\t
float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t
float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float
angleZ;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t
float scaleZ;\n\t\t float age;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState
samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bg = FixedRand(tmp_bf);\n\t\t\t\t float tmp_bi = tmp_bg * (float)4;\n\t\t\t\t
float tmp_bj = (float)-2 + tmp_bi;\n\t\t\t\t float tmp_bk = attributes.age
+ tmp_bj;\n\t\t\t\t float tmp_bn = tmp_bg * (float)18;\n\t\t\t\t float
tmp_bo = (float)22 + tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bk * tmp_bo;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t float tmp_bx = (float)-1 *
tmp_bw;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define
NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bg = FixedRand(tmp_bf);\n\t\t\t\t float tmp_bi = tmp_bg * (float)4;\n\t\t\t\t
float tmp_bj = (float)-2 + tmp_bi;\n\t\t\t\t float tmp_bk = attributes.age
+ tmp_bj;\n\t\t\t\t float tmp_bn = tmp_bg * (float)18;\n\t\t\t\t float
tmp_bo = (float)22 + tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bk * tmp_bo;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t float tmp_bx = (float)-1 *
tmp_bw;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bg = FixedRand(tmp_bf);\n\t\t\t\t float tmp_bi = tmp_bg * (float)4;\n\t\t\t\t
float tmp_bj = (float)-2 + tmp_bi;\n\t\t\t\t float tmp_bk = attributes.age
+ tmp_bj;\n\t\t\t\t float tmp_bn = tmp_bg * (float)18;\n\t\t\t\t float
tmp_bo = (float)22 + tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bk * tmp_bo;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t float tmp_bx = (float)-1 *
tmp_bw;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|| SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t
float3 posWS : TEXCOORD7;\n\t\t #endif\n\t\t\n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define VFX_VARYING_TANGENT
tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS
posWS\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bg = FixedRand(tmp_bf);\n\t\t\t\t float tmp_bi = tmp_bg * (float)4;\n\t\t\t\t
float tmp_bj = (float)-2 + tmp_bi;\n\t\t\t\t float tmp_bk = attributes.age
+ tmp_bj;\n\t\t\t\t float tmp_bn = tmp_bg * (float)18;\n\t\t\t\t float
tmp_bo = (float)22 + tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bk * tmp_bo;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t float tmp_bx = (float)-1 *
tmp_bw;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.300000012;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t thickness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_GBUFFER\n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t
\n\t\t #ifndef VFX_SHADERGRAPH\n\t\t \n\t\t void VFXGetHDRPLitData(out
SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData,
out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const
VFXUVData uvData, uint2 tileIndex)\n\t\t {\t\n\t\t \t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t
\tuint diffusionProfileHash = (uint)0;\n\t\t \t{\n\t\t \t \n\t\t
\t diffusionProfileHash = (uint)1076631242;\n\t\t \t}\n\t\t \t\n //
Loads diffusion profile\n\t\t \t#else\n\t\t \tconst uint diffusionProfileHash
= 0;\n\t\t \t#endif\n\t\t \t\n\t\t \tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t
\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t \tPositionInputs posInput =
GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t
\t\n\t\t \tfloat alpha;\n\t\t \tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t
\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t
\n\t\t \tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t
\t\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t //TODO: investigate
why this is needed\n\t\t preLightData.coatPartLambdaV = 0;\n\t\t
preLightData.coatIblR = 0;\n\t\t preLightData.coatIblF = 0;\n\t\t
\n\t\t \tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t
}\n\t\t \n\t\t void VFXGetHDRPLitData(out SurfaceData surfaceData, out
BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData
uvData)\n\t\t {\n\t\t \tBSDFData bsdfData = (BSDFData)0;\n\t\t \tPreLightData
preLightData = (PreLightData)0;\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t
\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t
}\n\t\t \n\t\t #endif\n\t\t \n\t\t \n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t
\n\t\t \n\t\t\n\t\t\t\t\t\n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid
frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\n\t\t
#ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t SurfaceData
surface;\n\t\t BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t
builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures
= MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion
= 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t surface.subsurfaceMask
= 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t
builtin.opacity = OUTSG.;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t
#endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t
ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t
#else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t
#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\t\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|| SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT
tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bg = FixedRand(tmp_bf);\n\t\t\t\t float tmp_bi = tmp_bg * (float)4;\n\t\t\t\t
float tmp_bj = (float)-2 + tmp_bi;\n\t\t\t\t float tmp_bk = attributes.age
+ tmp_bj;\n\t\t\t\t float tmp_bn = tmp_bg * (float)18;\n\t\t\t\t float
tmp_bo = (float)22 + tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bk * tmp_bo;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t float tmp_bx = (float)-1 *
tmp_bw;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.300000012;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t thickness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t
\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t,
out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
#else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t
#endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define
USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
uv\n\t\t\n\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid
SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 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
float3 tmp_be = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bg = tmp_be * tmp_be;\n\t\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t\t
float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
float tmp_bk = tmp_bg[0];\n\t\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t\t float tmp_bo = (float)1
/ tmp_bn;\n\t\t\t\t float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t
float3 tmp_bq = tmp_be * tmp_bp;\n\t\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t\t
float tmp_bs = (float)0 - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bq[0];\n\t\t\t\t
float3 tmp_bu = float3(tmp_bs, (float)0, tmp_bt);\n\t\t\t\t float3 tmp_bv
= tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t
float tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t
float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t\t float tmp_cc = (float)1
/ tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t\t
float3 tmp_ce = tmp_bu * tmp_cd;\n\t\t\t\t float3 tmp_cg = tmp_bq + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_ch = tmp_cg * tmp_cg;\n\t\t\t\t
float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = tmp_ch[1];\n\t\t\t\t
float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl = tmp_ch[0];\n\t\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t
float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq = tmp_cg * tmp_cp;\n\t\t\t\t
float3 tmp_cr = tmp_cq * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cr[2];\n\t\t\t\t
float tmp_ct = tmp_cr[1];\n\t\t\t\t float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t
float tmp_cv = tmp_cr[0];\n\t\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t\t
float tmp_cx = pow(tmp_cw, (float)0.5);\n\t\t\t\t float tmp_cy = (float)1
/ tmp_cx;\n\t\t\t\t float3 tmp_cz = float3(tmp_cy, tmp_cy, tmp_cy);\n\t\t\t\t
float3 tmp_da = tmp_cq * tmp_cz;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_ce, tmp_da);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_be = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bh = tmp_bf * (float)4;\n\t\t\t\t
float tmp_bi = (float)-2 + tmp_bh;\n\t\t\t\t float tmp_bj = attributes.age
+ tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bf * (float)18;\n\t\t\t\t float
tmp_bn = (float)22 + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bj * tmp_bn;\n\t\t\t\t
float tmp_bq = tmp_bo + (float)-0.720000029;\n\t\t\t\t float tmp_br = sin(tmp_bq);\n\t\t\t\t
float tmp_bt = tmp_br * (float)0.0240000002;\n\t\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bv = float3(0, 1, 0) * tmp_bu;\n\t\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float
tmp_bg = FixedRand(tmp_bf);\n\t\t\t\t float tmp_bi = tmp_bg * (float)4;\n\t\t\t\t
float tmp_bj = (float)-2 + tmp_bi;\n\t\t\t\t float tmp_bk = attributes.age
+ tmp_bj;\n\t\t\t\t float tmp_bn = tmp_bg * (float)18;\n\t\t\t\t float
tmp_bo = (float)22 + tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bk * tmp_bo;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq - (float)-1;\n\t\t\t\t
float tmp_bt = tmp_br / (float)2;\n\t\t\t\t float tmp_bv = tmp_bt * (float)120;\n\t\t\t\t
float tmp_bw = (float)20 + tmp_bv;\n\t\t\t\t float tmp_bx = (float)-1 *
tmp_bw;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.400000006;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\n\t\t\n\t\t\t\t\n\t\t\n\t\t\t\tfloat alpha
= OUTSG.;\n\t\t\t#else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]C Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/Butterflies/System 1/(C) Output Particle Lit Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags
{ \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\"
}\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Back\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_VELOCITY_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
1\n\t\t#define VFX_USE_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_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_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define
USE_MOTION_VECTORS_PASS 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define
HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE
1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float uniform_b;\n\t\t float currentFrameIndex;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float3 position;\n\t\t float3 velocity;\n\t\t
float scaleX;\n\t\t float scaleY;\n\t\t float pivotX;\n\t\t uint particleId;\n\t\t
float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t
float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float
angleZ;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t
float scaleZ;\n\t\t float age;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState
samplerbaseColorMap;\n\t\tfloat4 baseColorMap_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\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation 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 vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\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_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 defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\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
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX,
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_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\tuint
index = VFX_GET_INSTANCE_ID(i);\t\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float3 tmp_bd = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t
float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t
float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t
float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t
float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t
float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t
float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu
= tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float
tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1
/ tmp_ca;\n\t\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t
float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t
float tmp_ch = tmp_cg[2];\n\t\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t\t
float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float tmp_ck = tmp_cg[0];\n\t\t\t\t
float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t
float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn,
tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t
float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t
float tmp_cs = tmp_cq[1];\n\t\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t
float tmp_cu = tmp_cq[0];\n\t\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t
float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1
/ tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t
float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_bd
= attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t
float tmp_bg = tmp_be * (float)4;\n\t\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t
float tmp_bi = attributes.age + tmp_bh;\n\t\t\t\t float tmp_bl = tmp_be
* (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float
tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bp = tmp_bn + (float)-0.720000029;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_bs = tmp_bq * (float)0.0240000002;\n\t\t\t\t
float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n\t\t\t\t float3 tmp_bu
= float3(0, 1, 0) * tmp_bt;\n\t\t\t\t SetAttribute_C707D62A( /*inout */attributes.position,
tmp_bu);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, float3(0.119999997, 0.119999997, 0.119999997));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\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
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\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#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation 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 vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\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_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 defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\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
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX,
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_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\tuint
index = VFX_GET_INSTANCE_ID(i);\t\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float3 tmp_bd = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t
float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t
float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t
float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t
float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t
float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t
float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu
= tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float
tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1
/ tmp_ca;\n\t\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t
float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t
float tmp_ch = tmp_cg[2];\n\t\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t\t
float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float tmp_ck = tmp_cg[0];\n\t\t\t\t
float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t
float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn,
tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t
float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t
float tmp_cs = tmp_cq[1];\n\t\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t
float tmp_cu = tmp_cq[0];\n\t\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t
float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1
/ tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t
float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_bd
= attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t
float tmp_bg = tmp_be * (float)4;\n\t\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t
float tmp_bi = attributes.age + tmp_bh;\n\t\t\t\t float tmp_bl = tmp_be
* (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float
tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bp = tmp_bn + (float)-0.720000029;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_bs = tmp_bq * (float)0.0240000002;\n\t\t\t\t
float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n\t\t\t\t float3 tmp_bu
= float3(0, 1, 0) * tmp_bt;\n\t\t\t\t SetAttribute_C707D62A( /*inout */attributes.position,
tmp_bu);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, float3(0.119999997, 0.119999997, 0.119999997));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\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
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\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#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation 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 vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\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_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 defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\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
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX,
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_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\tuint
index = VFX_GET_INSTANCE_ID(i);\t\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float3 tmp_bd = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t
float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t
float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t
float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t
float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t
float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t
float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu
= tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float
tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1
/ tmp_ca;\n\t\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t
float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t
float tmp_ch = tmp_cg[2];\n\t\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t\t
float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float tmp_ck = tmp_cg[0];\n\t\t\t\t
float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t
float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn,
tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t
float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t
float tmp_cs = tmp_cq[1];\n\t\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t
float tmp_cu = tmp_cq[0];\n\t\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t
float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1
/ tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t
float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_bd
= attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t
float tmp_bg = tmp_be * (float)4;\n\t\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t
float tmp_bi = attributes.age + tmp_bh;\n\t\t\t\t float tmp_bl = tmp_be
* (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float
tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bp = tmp_bn + (float)-0.720000029;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_bs = tmp_bq * (float)0.0240000002;\n\t\t\t\t
float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n\t\t\t\t float3 tmp_bu
= float3(0, 1, 0) * tmp_bt;\n\t\t\t\t SetAttribute_C707D62A( /*inout */attributes.position,
tmp_bu);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, float3(0.119999997, 0.119999997, 0.119999997));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\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
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\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#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if
VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t
\n\t\t \n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\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_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
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
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX,
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_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\tuint
index = VFX_GET_INSTANCE_ID(i);\t\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float3 tmp_bd = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t
float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t
float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t
float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t
float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t
float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t
float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu
= tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float
tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1
/ tmp_ca;\n\t\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t
float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t
float tmp_ch = tmp_cg[2];\n\t\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t\t
float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float tmp_ck = tmp_cg[0];\n\t\t\t\t
float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t
float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn,
tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t
float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t
float tmp_cs = tmp_cq[1];\n\t\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t
float tmp_cu = tmp_cq[0];\n\t\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t
float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1
/ tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t
float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_bd
= attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t
float tmp_bg = tmp_be * (float)4;\n\t\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t
float tmp_bi = attributes.age + tmp_bh;\n\t\t\t\t float tmp_bl = tmp_be
* (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float
tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bp = tmp_bn + (float)-0.720000029;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_bs = tmp_bq * (float)0.0240000002;\n\t\t\t\t
float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n\t\t\t\t float3 tmp_bu
= float3(0, 1, 0) * tmp_bt;\n\t\t\t\t SetAttribute_C707D62A( /*inout */attributes.position,
tmp_bu);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, float3(0.119999997, 0.119999997, 0.119999997));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\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
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.919920802;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\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#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#define
SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t\n\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\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\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t\n\t\t
SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t
ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t
#else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t
#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\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 : TEXCOORD6;\n\t\t\t\tfloat4
cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS :
TEXCOORD8; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\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
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX,
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_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\tuint
index = VFX_GET_INSTANCE_ID(i);\t\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float3 tmp_bd = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t
float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t
float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t
float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t
float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t
float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t
float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu
= tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float
tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1
/ tmp_ca;\n\t\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t
float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t
float tmp_ch = tmp_cg[2];\n\t\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t\t
float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float tmp_ck = tmp_cg[0];\n\t\t\t\t
float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t
float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn,
tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t
float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t
float tmp_cs = tmp_cq[1];\n\t\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t
float tmp_cu = tmp_cq[0];\n\t\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t
float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1
/ tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t
float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_bd
= attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t
float tmp_bg = tmp_be * (float)4;\n\t\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t
float tmp_bi = attributes.age + tmp_bh;\n\t\t\t\t float tmp_bl = tmp_be
* (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float
tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bp = tmp_bn + (float)-0.720000029;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_bs = tmp_bq * (float)0.0240000002;\n\t\t\t\t
float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n\t\t\t\t float3 tmp_bu
= float3(0, 1, 0) * tmp_bt;\n\t\t\t\t SetAttribute_C707D62A( /*inout */attributes.position,
tmp_bu);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, float3(0.119999997, 0.119999997, 0.119999997));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\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
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.919920802;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\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#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t
\n\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out
float4 outColor : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace
: SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\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\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
#else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t
#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t\toutMotionVector.a
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define
USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\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\tnointerpolation
float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t
\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_ALPHA
builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\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
Orient_630(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
AxisZ, float3 AxisY) /*mode:Advanced axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
axisZ = normalize(AxisZ);\n\t\t\t axisX = normalize(cross(AxisY, AxisZ));\n\t\t\t
axisY = cross(axisZ, axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX,
float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_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\tuint
index = VFX_GET_INSTANCE_ID(i);\t\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.velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x374) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x378) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x37C) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x5E5) << 2));\n\t\t\t\t\t\tattributes.angleZ = (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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x64C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float3 tmp_bd = attributes.velocity * float3(1, 0, 1);\n\t\t\t\t float3
tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t
float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t
float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t
float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t
float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t
float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t
float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu
= tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float
tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t
float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t
float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1
/ tmp_ca;\n\t\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t
float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,
0.800000012, 0);\n\t\t\t\t float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t
float tmp_ch = tmp_cg[2];\n\t\t\t\t float tmp_ci = tmp_cg[1];\n\t\t\t\t
float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float tmp_ck = tmp_cg[0];\n\t\t\t\t
float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t
float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn,
tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t
float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t
float tmp_cs = tmp_cq[1];\n\t\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t
float tmp_cu = tmp_cq[0];\n\t\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t
float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1
/ tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t
float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_630( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
float2(1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC946( /*inout
*/attributes.pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_bd
= attributes.particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t
float tmp_bg = tmp_be * (float)4;\n\t\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t
float tmp_bi = attributes.age + tmp_bh;\n\t\t\t\t float tmp_bl = tmp_be
* (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float
tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bp = tmp_bn + (float)-0.720000029;\n\t\t\t\t
float tmp_bq = sin(tmp_bp);\n\t\t\t\t float tmp_bs = tmp_bq * (float)0.0240000002;\n\t\t\t\t
float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n\t\t\t\t float3 tmp_bu
= float3(0, 1, 0) * tmp_bt;\n\t\t\t\t SetAttribute_C707D62A( /*inout */attributes.position,
tmp_bu);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, float3(0.119999997, 0.119999997, 0.119999997));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\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
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\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#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\t\n\t\t
\n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t
#ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t\t\n\t\t float
alpha = OUTSG.;\n\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t
#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t
#endif\t\n\t\t #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 1]MotionVector'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define
VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT
1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n float Angle_d;\n float currentFrameIndex;\n uint
PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n
float3 velocity;\n float scaleX;\n float scaleY;\n float pivotX;\n
uint particleId;\n float alpha;\n bool alive;\n float3 axisX;\n
float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n
float angleZ;\n float pivotY;\n float pivotZ;\n float size;\n float
scaleZ;\n float age;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4 baseColorMap_TexelSize;\n\n\r\n#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Orient_630(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 AxisZ, float3
AxisY) /*mode:Advanced axes:ZY */\n{\n \n axisZ = normalize(AxisZ);\n
axisX = normalize(cross(AxisY, AxisZ));\n axisY = cross(axisZ, axisX);\n
\n}\nvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position
Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position +=
Position;\n}\nvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle
Composition:Overwrite Source:Slot Random:Off channels:Y */\n{\n angleY =
Angle.x;\n}\nvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle
Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n angleX =
Angle.x;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
= (bool)true;\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\nattributes.alpha = (float)1;\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x374) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x378) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x37C) << 2));\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x5E4) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x5E5) << 2));\nattributes.angleZ
= (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.size
= (float)0.100000001;\nattributes.scaleZ = (float)1;\nattributes.age = asfloat(attributeBuffer.Load((index
* 0x4 + 0x1A3) << 2));\n\n\r\n\t\t\t{\n\t\t\t float3 tmp_bg = attributes.velocity
* float3(1, 0, 1);\n\t\t\t float3 tmp_bi = tmp_bg * tmp_bg;\n\t\t\t float
tmp_bj = tmp_bi[2];\n\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t float tmp_bl
= tmp_bj + tmp_bk;\n\t\t\t float tmp_bm = tmp_bi[0];\n\t\t\t float tmp_bn
= tmp_bl + tmp_bm;\n\t\t\t float tmp_bp = pow(tmp_bn, (float)0.5);\n\t\t\t
float tmp_bq = (float)1 / tmp_bp;\n\t\t\t float3 tmp_br = float3(tmp_bq,
tmp_bq, tmp_bq);\n\t\t\t float3 tmp_bs = tmp_bg * tmp_br;\n\t\t\t float
tmp_bt = tmp_bs[2];\n\t\t\t float tmp_bu = (float)0 - tmp_bt;\n\t\t\t
float tmp_bv = tmp_bs[0];\n\t\t\t float3 tmp_bw = float3(tmp_bu, (float)0,
tmp_bv);\n\t\t\t float3 tmp_bx = tmp_bw * tmp_bw;\n\t\t\t float tmp_by
= tmp_bx[2];\n\t\t\t float tmp_bz = tmp_bx[1];\n\t\t\t float tmp_ca =
tmp_by + tmp_bz;\n\t\t\t float tmp_cb = tmp_bx[0];\n\t\t\t float tmp_cc
= tmp_ca + tmp_cb;\n\t\t\t float tmp_cd = pow(tmp_cc, (float)0.5);\n\t\t\t
float tmp_ce = (float)1 / tmp_cd;\n\t\t\t float3 tmp_cf = float3(tmp_ce,
tmp_ce, tmp_ce);\n\t\t\t float3 tmp_cg = tmp_bw * tmp_cf;\n\t\t\t float3
tmp_ci = tmp_bs + float3(0, 0.800000012, 0);\n\t\t\t float3 tmp_cj = tmp_ci
* tmp_ci;\n\t\t\t float tmp_ck = tmp_cj[2];\n\t\t\t float tmp_cl = tmp_cj[1];\n\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t float tmp_cn = tmp_cj[0];\n\t\t\t
float tmp_co = tmp_cm + tmp_cn;\n\t\t\t float tmp_cp = pow(tmp_co, (float)0.5);\n\t\t\t
float tmp_cq = (float)1 / tmp_cp;\n\t\t\t float3 tmp_cr = float3(tmp_cq,
tmp_cq, tmp_cq);\n\t\t\t float3 tmp_cs = tmp_ci * tmp_cr;\n\t\t\t float3
tmp_ct = tmp_cs * tmp_cs;\n\t\t\t float tmp_cu = tmp_ct[2];\n\t\t\t float
tmp_cv = tmp_ct[1];\n\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t float
tmp_cx = tmp_ct[0];\n\t\t\t float tmp_cy = tmp_cw + tmp_cx;\n\t\t\t float
tmp_cz = pow(tmp_cy, (float)0.5);\n\t\t\t float tmp_da = (float)1 / tmp_cz;\n\t\t\t
float3 tmp_db = float3(tmp_da, tmp_da, tmp_da);\n\t\t\t float3 tmp_dc =
tmp_cs * tmp_db;\n\t\t\t Orient_630( /*inout */attributes.axisX, /*inout
*/attributes.axisY, /*inout */attributes.axisZ, tmp_cg, tmp_dc);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_bg = attributes.particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bh
= FixedRand(tmp_bg);\n\t\t\t float tmp_bj = tmp_bh * (float)4;\n\t\t\t
float tmp_bk = (float)-2 + tmp_bj;\n\t\t\t float tmp_bl = attributes.age
+ tmp_bk;\n\t\t\t float tmp_bo = tmp_bh * (float)18;\n\t\t\t float tmp_bp
= (float)22 + tmp_bo;\n\t\t\t float tmp_bq = tmp_bl * tmp_bp;\n\t\t\t
float tmp_bs = tmp_bq + (float)-0.720000029;\n\t\t\t float tmp_bt = sin(tmp_bs);\n\t\t\t
float tmp_bv = tmp_bt * (float)0.0240000002;\n\t\t\t float3 tmp_bw = float3(tmp_bv,
tmp_bv, tmp_bv);\n\t\t\t float3 tmp_bx = float3(0, 1, 0) * tmp_bw;\n\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bx);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_bg = attributes.particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bh
= FixedRand(tmp_bg);\n\t\t\t float tmp_bj = tmp_bh * (float)4;\n\t\t\t
float tmp_bk = (float)-2 + tmp_bj;\n\t\t\t float tmp_bl = attributes.age
+ tmp_bk;\n\t\t\t float tmp_bo = tmp_bh * (float)18;\n\t\t\t float tmp_bp
= (float)22 + tmp_bo;\n\t\t\t float tmp_bq = tmp_bl * tmp_bp;\n\t\t\t
float tmp_br = sin(tmp_bq);\n\t\t\t float tmp_bt = tmp_br - (float)-1;\n\t\t\t
float tmp_bv = tmp_bt / (float)2;\n\t\t\t float tmp_bx = tmp_bv * (float)120;\n\t\t\t
float tmp_by = (float)20 + tmp_bx;\n\t\t\t SetAttribute_48A7BEF8( /*inout
*/attributes.angleY, tmp_by);\n\t\t\t}\n\t\t\tSetAttribute_48A7BEF9( /*inout
*/attributes.angleX, Angle_d);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 1]MotionVector'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define
VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT
1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n float Angle_d;\n float currentFrameIndex;\n uint
PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n
float3 velocity;\n float scaleX;\n float scaleY;\n float pivotX;\n
uint particleId;\n float alpha;\n bool alive;\n float3 axisX;\n
float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n
float angleZ;\n float pivotY;\n float pivotZ;\n float size;\n float
scaleZ;\n float age;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4 baseColorMap_TexelSize;\n\n\r\n#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Orient_630(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 AxisZ, float3
AxisY) /*mode:Advanced axes:ZY */\n{\n \n axisZ = normalize(AxisZ);\n
axisX = normalize(cross(AxisY, AxisZ));\n axisY = cross(axisZ, axisX);\n
\n}\nvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position
Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position +=
Position;\n}\nvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle
Composition:Overwrite Source:Slot Random:Off channels:Y */\n{\n angleY =
Angle.x;\n}\nvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle
Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n angleX =
Angle.x;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
= (bool)true;\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\nattributes.alpha = (float)1;\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x374) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x378) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x37C) << 2));\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x5E4) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x5E5) << 2));\nattributes.angleZ
= (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.size
= (float)0.100000001;\nattributes.scaleZ = (float)1;\nattributes.age = asfloat(attributeBuffer.Load((index
* 0x4 + 0x1A3) << 2));\n\n\r\n\t\t\t{\n\t\t\t float3 tmp_bg = attributes.velocity
* float3(1, 0, 1);\n\t\t\t float3 tmp_bi = tmp_bg * tmp_bg;\n\t\t\t float
tmp_bj = tmp_bi[2];\n\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t float tmp_bl
= tmp_bj + tmp_bk;\n\t\t\t float tmp_bm = tmp_bi[0];\n\t\t\t float tmp_bn
= tmp_bl + tmp_bm;\n\t\t\t float tmp_bp = pow(tmp_bn, (float)0.5);\n\t\t\t
float tmp_bq = (float)1 / tmp_bp;\n\t\t\t float3 tmp_br = float3(tmp_bq,
tmp_bq, tmp_bq);\n\t\t\t float3 tmp_bs = tmp_bg * tmp_br;\n\t\t\t float
tmp_bt = tmp_bs[2];\n\t\t\t float tmp_bu = (float)0 - tmp_bt;\n\t\t\t
float tmp_bv = tmp_bs[0];\n\t\t\t float3 tmp_bw = float3(tmp_bu, (float)0,
tmp_bv);\n\t\t\t float3 tmp_bx = tmp_bw * tmp_bw;\n\t\t\t float tmp_by
= tmp_bx[2];\n\t\t\t float tmp_bz = tmp_bx[1];\n\t\t\t float tmp_ca =
tmp_by + tmp_bz;\n\t\t\t float tmp_cb = tmp_bx[0];\n\t\t\t float tmp_cc
= tmp_ca + tmp_cb;\n\t\t\t float tmp_cd = pow(tmp_cc, (float)0.5);\n\t\t\t
float tmp_ce = (float)1 / tmp_cd;\n\t\t\t float3 tmp_cf = float3(tmp_ce,
tmp_ce, tmp_ce);\n\t\t\t float3 tmp_cg = tmp_bw * tmp_cf;\n\t\t\t float3
tmp_ci = tmp_bs + float3(0, 0.800000012, 0);\n\t\t\t float3 tmp_cj = tmp_ci
* tmp_ci;\n\t\t\t float tmp_ck = tmp_cj[2];\n\t\t\t float tmp_cl = tmp_cj[1];\n\t\t\t
float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t float tmp_cn = tmp_cj[0];\n\t\t\t
float tmp_co = tmp_cm + tmp_cn;\n\t\t\t float tmp_cp = pow(tmp_co, (float)0.5);\n\t\t\t
float tmp_cq = (float)1 / tmp_cp;\n\t\t\t float3 tmp_cr = float3(tmp_cq,
tmp_cq, tmp_cq);\n\t\t\t float3 tmp_cs = tmp_ci * tmp_cr;\n\t\t\t float3
tmp_ct = tmp_cs * tmp_cs;\n\t\t\t float tmp_cu = tmp_ct[2];\n\t\t\t float
tmp_cv = tmp_ct[1];\n\t\t\t float tmp_cw = tmp_cu + tmp_cv;\n\t\t\t float
tmp_cx = tmp_ct[0];\n\t\t\t float tmp_cy = tmp_cw + tmp_cx;\n\t\t\t float
tmp_cz = pow(tmp_cy, (float)0.5);\n\t\t\t float tmp_da = (float)1 / tmp_cz;\n\t\t\t
float3 tmp_db = float3(tmp_da, tmp_da, tmp_da);\n\t\t\t float3 tmp_dc =
tmp_cs * tmp_db;\n\t\t\t Orient_630( /*inout */attributes.axisX, /*inout
*/attributes.axisY, /*inout */attributes.axisZ, tmp_cg, tmp_dc);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_bg = attributes.particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bh
= FixedRand(tmp_bg);\n\t\t\t float tmp_bj = tmp_bh * (float)4;\n\t\t\t
float tmp_bk = (float)-2 + tmp_bj;\n\t\t\t float tmp_bl = attributes.age
+ tmp_bk;\n\t\t\t float tmp_bo = tmp_bh * (float)18;\n\t\t\t float tmp_bp
= (float)22 + tmp_bo;\n\t\t\t float tmp_bq = tmp_bl * tmp_bp;\n\t\t\t
float tmp_bs = tmp_bq + (float)-0.720000029;\n\t\t\t float tmp_bt = sin(tmp_bs);\n\t\t\t
float tmp_bv = tmp_bt * (float)0.0240000002;\n\t\t\t float3 tmp_bw = float3(tmp_bv,
tmp_bv, tmp_bv);\n\t\t\t float3 tmp_bx = float3(0, 1, 0) * tmp_bw;\n\t\t\t
SetAttribute_C707D62A( /*inout */attributes.position, tmp_bx);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_bh = attributes.particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bi
= FixedRand(tmp_bh);\n\t\t\t float tmp_bk = tmp_bi * (float)4;\n\t\t\t
float tmp_bl = (float)-2 + tmp_bk;\n\t\t\t float tmp_bm = attributes.age
+ tmp_bl;\n\t\t\t float tmp_bp = tmp_bi * (float)18;\n\t\t\t float tmp_bq
= (float)22 + tmp_bp;\n\t\t\t float tmp_br = tmp_bm * tmp_bq;\n\t\t\t
float tmp_bs = sin(tmp_br);\n\t\t\t float tmp_bt = tmp_bs - (float)-1;\n\t\t\t
float tmp_bv = tmp_bt / (float)2;\n\t\t\t float tmp_bx = tmp_bv * (float)120;\n\t\t\t
float tmp_by = (float)20 + tmp_bx;\n\t\t\t float tmp_bz = (float)-1 * tmp_by;\n\t\t\t
SetAttribute_48A7BEF8( /*inout */attributes.angleY, tmp_bz);\n\t\t\t}\n\t\t\tSetAttribute_48A7BEF9(
/*inout */attributes.angleX, Angle_d);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 1]MotionVector'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define
VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT
1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n float currentFrameIndex;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 position;\n float3 velocity;\n float scaleX;\n
float scaleY;\n float pivotX;\n uint particleId;\n float alpha;\n
bool alive;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n float
angleX;\n float angleY;\n float angleZ;\n float pivotY;\n float
pivotZ;\n float size;\n float scaleZ;\n float age;\n float3 color;\n};\n\nstruct
SourceAttributes\n{\n};\n\nTexture2D baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4
baseColorMap_TexelSize;\n\n\r\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Orient_630(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 AxisZ, float3
AxisY) /*mode:Advanced axes:ZY */\n{\n \n axisZ = normalize(AxisZ);\n
axisX = normalize(cross(AxisY, AxisZ));\n axisY = cross(axisZ, axisX);\n
\n}\nvoid SetAttribute_D5151647(inout float scaleX, inout float scaleY, float2
Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XY
*/\n{\n scaleX = Scale.x;\n scaleY = Scale.y;\n}\nvoid SetAttribute_65DEC946(inout
float pivotX, float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot
Random:Off channels:X */\n{\n pivotX = Pivot.x;\n}\nvoid SetAttribute_C707D62A(inout
float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot
Random:Off channels:XYZ */\n{\n position += Position;\n}\nvoid SetAttribute_FDD06EC7(inout
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
= (bool)true;\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\nattributes.alpha = (float)1;\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x374) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x378) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x37C) << 2));\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x5E4) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x5E5) << 2));\nattributes.angleZ
= (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.size
= (float)0.100000001;\nattributes.scaleZ = (float)1;\nattributes.age = asfloat(attributeBuffer.Load((index
* 0x4 + 0x1A3) << 2));\nattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x64C) << 2));\n\n\r\n\t\t\t{\n\t\t\t float3 tmp_bf = attributes.velocity
* float3(1, 0, 1);\n\t\t\t float3 tmp_bh = tmp_bf * tmp_bf;\n\t\t\t float
tmp_bi = tmp_bh[2];\n\t\t\t float tmp_bj = tmp_bh[1];\n\t\t\t float tmp_bk
= tmp_bi + tmp_bj;\n\t\t\t float tmp_bl = tmp_bh[0];\n\t\t\t float tmp_bm
= tmp_bk + tmp_bl;\n\t\t\t float tmp_bo = pow(tmp_bm, (float)0.5);\n\t\t\t
float tmp_bp = (float)1 / tmp_bo;\n\t\t\t float3 tmp_bq = float3(tmp_bp,
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