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20701 行
908 KiB
20701 行
908 KiB
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- title: Burn the pages over their lifetime
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- title: Rotation over Lifetime, adjusted for left/right page
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name: '[System 1]Initialize Particle'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
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1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
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VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT
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1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
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VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
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1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
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Attributes\n{\n float lifetime;\n uint seed;\n float3 position;\n
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float3 direction;\n float3 velocity;\n bool alive;\n float age;\n};\n\nstruct
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SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
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&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
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sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
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uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
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Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
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uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
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USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
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deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
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API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
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eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
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stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
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SetAttribute_F01429A1(inout float lifetime, inout uint seed, float A, float
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B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XZ
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*/\n{\n lifetime = lerp(A,B,RAND);\n}\nvoid PositionSphere_0(inout float3
|
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position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center,
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float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface
|
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spawnMode:Random */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta =
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ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor)
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* RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x,
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sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n
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direction = float3(sincosTheta, cosPhi);\n position += direction * (rNorm
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* ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n \n}\nvoid VelocityDirection_18C(inout
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float3 velocity, inout float3 direction, inout uint seed, float3 Direction,
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float MinSpeed, float MaxSpeed, float DirectionBlend) /*composition:Add speedMode:Random
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*/\n{\n float speed = lerp(MinSpeed,MaxSpeed,RAND);\n direction = VFXSafeNormalize(lerp(direction,
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Direction, DirectionBlend));\n velocity += direction * speed;\n}\n\n\r\n\r\n//
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Due to a bug in HLSL compiler, disable spurious \"unitialized variable\" due
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to mid function return statement\r\n#pragma warning(push)\r\n#pragma warning(disable
|
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: 4000)\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex,
|
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uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
|
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stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT)
|
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// strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
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stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
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= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
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+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n#pragma
|
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warning(pop)\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
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groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
|
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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
|
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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
|
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maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
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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
|
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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.lifetime = (float)1;\n attributes.seed = (uint)0;\n
|
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attributes.position = float3(0, 0, 0);\n attributes.direction = float3(0,
|
|
0, 1);\n attributes.velocity = float3(0, 0, 0);\n attributes.alive
|
|
= (bool)true;\n attributes.age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
|
|
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
|
|
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
|
|
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
|
|
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
|
|
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
|
|
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
|
|
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
|
|
with strip\r\n#endif\r\n \r\n {\n SetAttribute_F01429A1(
|
|
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)4, (float)7);\n
|
|
}\n {\n PositionSphere_0( /*inout */attributes.position,
|
|
/*inout */attributes.seed, /*inout */attributes.direction, float3(0, 0, 0),
|
|
(float)0.200000003, (float)6.28318548, (float)1);\n }\n {\n
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|
VelocityDirection_18C( /*inout */attributes.velocity, /*inout */attributes.direction,
|
|
/*inout */attributes.seed, float3(0, 1, 0), (float)1, (float)2, (float)1);\n
|
|
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
|
|
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
|
|
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
|
|
attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(attributes.lifetime));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x2800) << 2,asuint(attributes.position));\n
|
|
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.velocity));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x2803) << 2,uint(attributes.alive));\n
|
|
attributeBuffer.Store((index * 0x8 + 0x2804) << 2,asuint(attributes.age));\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_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_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 deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
|
|
float lifetime;\n float3 position;\n float3 velocity;\n bool alive;\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
|
|
SetAttribute_CAC29745(inout float3 position, float3 Position) /*attribute:position
|
|
Composition:Overwrite Source:Slot Random:Off channels:XZ */\n{\n position
|
|
= Position;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
|
|
float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
|
|
float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
|
|
float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
|
|
}\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
|
|
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2804) << 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_y = float3(0, 1, 0) * attributes.position;\n\t\t\t float tmp_z
|
|
= tmp_y[2];\n\t\t\t float tmp_ba = tmp_y[1];\n\t\t\t float tmp_bb = tmp_z
|
|
+ tmp_ba;\n\t\t\t float tmp_bc = tmp_y[0];\n\t\t\t float tmp_bd = tmp_bb
|
|
+ tmp_bc;\n\t\t\t float3 tmp_be = float3(tmp_bd, tmp_bd, tmp_bd);\n\t\t\t
|
|
float3 tmp_bf = float3(0, 1, 0) * tmp_be;\n\t\t\t float3 tmp_bg = attributes.position
|
|
- tmp_bf;\n\t\t\t float3 tmp_bi = tmp_bg * float3(0.998750269, 0.998750269,
|
|
0.998750269);\n\t\t\t float3 tmp_bj = tmp_bf + tmp_bi;\n\t\t\t float
|
|
tmp_bl = tmp_bg[2];\n\t\t\t float tmp_bm = (float)0 - tmp_bl;\n\t\t\t
|
|
float tmp_bn = tmp_bg[0];\n\t\t\t float3 tmp_bo = float3(tmp_bm, (float)0,
|
|
tmp_bn);\n\t\t\t float3 tmp_bq = tmp_bo * float3(0.0499791689, 0.0499791689,
|
|
0.0499791689);\n\t\t\t float3 tmp_br = tmp_bj + tmp_bq;\n\t\t\t SetAttribute_CAC29745(
|
|
/*inout */attributes.position, tmp_br);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout
|
|
*/attributes.position, attributes.velocity, deltaTime_b);\n\t\t\tAge( /*inout
|
|
*/attributes.age, deltaTime_b);\n\t\t\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x2800) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x2804) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
|
|
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x2803) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
|
|
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
|
|
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
|
|
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
|
|
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n attributes.stripAlive = false;\r\n
|
|
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2804) << 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_y = float3(0, 1,
|
|
0) * attributes.position;\n\t\t float tmp_z = tmp_y[2];\n\t\t float tmp_ba
|
|
= tmp_y[1];\n\t\t float tmp_bb = tmp_z + tmp_ba;\n\t\t float tmp_bc =
|
|
tmp_y[0];\n\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t float3 tmp_be =
|
|
float3(tmp_bd, tmp_bd, tmp_bd);\n\t\t float3 tmp_bf = float3(0, 1, 0) *
|
|
tmp_be;\n\t\t float3 tmp_bg = attributes.position - tmp_bf;\n\t\t float3
|
|
tmp_bi = tmp_bg * float3(0.998750269, 0.998750269, 0.998750269);\n\t\t float3
|
|
tmp_bj = tmp_bf + tmp_bi;\n\t\t float tmp_bl = tmp_bg[2];\n\t\t float
|
|
tmp_bm = (float)0 - tmp_bl;\n\t\t float tmp_bn = tmp_bg[0];\n\t\t float3
|
|
tmp_bo = float3(tmp_bm, (float)0, tmp_bn);\n\t\t float3 tmp_bq = tmp_bo
|
|
* float3(0.0499791689, 0.0499791689, 0.0499791689);\n\t\t float3 tmp_br
|
|
= tmp_bj + tmp_bq;\n\t\t SetAttribute_CAC29745( /*inout */attributes.position,
|
|
tmp_br);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position, attributes.velocity,
|
|
deltaTime_b);\n\t\tAge( /*inout */attributes.age, deltaTime_b);\n\t\tReap(attributes.age,
|
|
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x2800) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x2803) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x2804) << 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]Large Beam'
|
|
source: "Shader \"Hidden/VFX/Book/System 1/Large Beam\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+400\" \"IgnoreProjector\"=\"True\"
|
|
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
|
|
SrcAlpha One , Zero One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
|
|
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
|
|
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
|
|
(2)\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
|
|
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
|
|
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
|
|
1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
|
|
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
|
|
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
|
|
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
|
|
VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
|
|
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_BYPASS_EXPOSURE
|
|
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\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
|
|
float4 Alpha_c;\n\t\t float4 Size_g;\n\t\t float Size_f;\n\t\t uint3
|
|
PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float
|
|
lifetime;\n\t\t float3 position;\n\t\t float3 velocity;\n\t\t float3
|
|
color;\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 pivotX;\n\t\t float pivotY;\n\t\t
|
|
float pivotZ;\n\t\t float size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
|
|
float scaleZ;\n\t\t float age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
|
|
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\n\t\t\n\t\t\n\n\t\t\n\t\t#define
|
|
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
|
|
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
|
|
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
|
|
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
|
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
|
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
|
|
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
|
|
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
|
|
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
|
|
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
|
|
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
|
|
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
|
|
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
|
|
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
|
|
builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
|
|
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
|
|
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
|
|
#endif\n\t\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\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
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|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_FDD06EC5(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
|
|
Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
|
|
ConnectTarget_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ,
|
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inout float3 position, inout float pivotY, float size, inout float scaleY,
|
|
float3 TargetPosition, float3 LookDirection, float PivotShift) /*Orientation:Direction
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = LookDirection;\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
|
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position,
|
|
TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t
|
|
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7BA3F68(inout float alpha, float age,
|
|
float lifetime, float4 Alpha) /*attribute:alpha Composition:Overwrite AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XZ */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Alpha, t);\n\t\t\t alpha = value;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3
|
|
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
|
|
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
|
|
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
|
|
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
|
|
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
|
|
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
|
|
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
|
|
localSize.y / size;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout
|
|
float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
|
|
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t
|
|
axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
|
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B229(inout
|
|
float size, float Size) /*attribute:size Composition:Overwrite Source:Slot
|
|
Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_7DF18695(inout float size, float age, float lifetime, float4
|
|
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
|
|
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 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.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
|
|
0x8 + 0x2803) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2804) << 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
|
|
= (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\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.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x2804) << 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
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(0, 10, 20));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
ConnectTarget_1( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, float3(0, 1.10000002, 0), float3(0,
|
|
1, 0), (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7BA3F68( /*inout
|
|
*/attributes.alpha, attributes.age, attributes.lifetime, Alpha_c);\n\t\t\t\tSubpixelAA(attributes.position,
|
|
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
|
|
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
|
|
attributes.velocity);\n\t\t\t\tSetAttribute_3278B229( /*inout */attributes.size,
|
|
Size_f);\n\t\t\t\tAttributeFromCurve_7DF18695( /*inout */attributes.size, attributes.age,
|
|
attributes.lifetime, Size_g);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH
|
|
0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
|
|
_PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
|
|
frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t
|
|
#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0
|
|
for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t
|
|
, out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t
|
|
// When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t
|
|
, out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t
|
|
, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t
|
|
, out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t
|
|
#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t \n\t\t\t\t\t \n\t\t\t\t\t
|
|
float alpha = OUTSG.;\n\t\t\t\t\t #else\n\t\t\t\t\t float alpha =
|
|
VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\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\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
|
|
* 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
|
|
= encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection
|
|
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy
|
|
= (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
|
|
VFX_PASSDEPTH undefined \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
|
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos :
|
|
SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|
|
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
|
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
|
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
|
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
|
|
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
|
|
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
|
|
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR
|
|
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
|
|
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
|
|
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
|
|
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
|
|
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
|
|
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_FDD06EC5(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
|
|
Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
|
|
ConnectTarget_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ,
|
|
inout float3 position, inout float pivotY, float size, inout float scaleY,
|
|
float3 TargetPosition, float3 LookDirection, float PivotShift) /*Orientation:Direction
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = LookDirection;\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
|
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position,
|
|
TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t
|
|
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7BA3F68(inout float alpha, float age,
|
|
float lifetime, float4 Alpha) /*attribute:alpha Composition:Overwrite AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XZ */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Alpha, t);\n\t\t\t alpha = value;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3
|
|
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
|
|
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
|
|
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
|
|
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
|
|
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
|
|
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
|
|
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
|
|
localSize.y / size;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout
|
|
float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
|
|
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t
|
|
axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
|
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B229(inout
|
|
float size, float Size) /*attribute:size Composition:Overwrite Source:Slot
|
|
Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_7DF18695(inout float size, float age, float lifetime, float4
|
|
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
|
|
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 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.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
|
|
0x8 + 0x2803) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2804) << 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
|
|
= (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\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.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x2804) << 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
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(0, 10, 20));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
ConnectTarget_1( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, /*inout */attributes.position, /*inout */attributes.pivotY,
|
|
attributes.size, /*inout */attributes.scaleY, float3(0, 1.10000002, 0), float3(0,
|
|
1, 0), (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7BA3F68( /*inout
|
|
*/attributes.alpha, attributes.age, attributes.lifetime, Alpha_c);\n\t\t\t\tSubpixelAA(attributes.position,
|
|
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
|
|
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
|
|
attributes.velocity);\n\t\t\t\tSetAttribute_3278B229( /*inout */attributes.size,
|
|
Size_f);\n\t\t\t\tAttributeFromCurve_7DF18695( /*inout */attributes.size, attributes.age,
|
|
attributes.lifetime, Size_g);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif
|
|
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
|
|
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
|
|
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
|
|
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
|
|
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
|
|
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
|
|
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
|
|
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
|
|
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
|
|
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
|
|
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
|
|
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
|
|
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
|
|
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
|
|
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
|
|
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
|
|
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
|
|
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
|
|
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
|
|
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
|
|
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
|
|
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
|
|
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
|
|
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
|
|
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
|
|
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
|
|
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
|
|
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
|
|
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
|
|
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
|
|
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if
|
|
VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tps_output
|
|
frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
|
|
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if
|
|
VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t \n\t\t \n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t
|
|
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t
|
|
o.color.a = OUTSG.;\n\t\t #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
|
|
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
|
|
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t
|
|
o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
|
|
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 2]Initialize Particle'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_ALIVE_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\n\nstruct
|
|
Attributes\n{\n float3 position;\n float lifetime;\n uint seed;\n
|
|
bool alive;\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\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
|
|
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
|
|
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
|
|
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
|
|
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
|
|
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
|
|
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
|
|
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
|
|
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
|
|
SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position
|
|
= Position;\n}\nvoid SetAttribute_F0142B34(inout float lifetime, inout uint
|
|
seed, float A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot
|
|
Random:PerComponent channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n//
|
|
Due to a bug in HLSL compiler, disable spurious \"unitialized variable\" due
|
|
to mid function return statement\r\n#pragma warning(push)\r\n#pragma warning(disable
|
|
: 4000)\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#pragma
|
|
warning(pop)\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.lifetime = (float)1;\n
|
|
attributes.seed = (uint)0;\n attributes.alive = (bool)true;\n
|
|
attributes.age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
|
|
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
|
|
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
|
|
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
|
|
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
|
|
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
|
|
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
|
|
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
|
|
with strip\r\n#endif\r\n \r\n {\n SetAttribute_CAC29747(
|
|
/*inout */attributes.position, float3(0, 0.349999994, 0));\n }\n
|
|
{\n SetAttribute_F0142B34( /*inout */attributes.lifetime, /*inout
|
|
*/attributes.seed, (float)0.400000006, (float)1);\n }\n \n\r\n\t\t\r\n#if
|
|
VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n
|
|
{\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
|
|
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
|
|
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n
|
|
attributeBuffer.Store((index * 0x1 + 0x200) << 2,asuint(attributes.lifetime));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x280) << 2,uint(attributes.alive));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x281) << 2,asuint(attributes.age));\n
|
|
\n\r\n }\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 2]Update Particle'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_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 deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
|
|
float lifetime;\n bool alive;\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
|
|
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
|
|
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
|
|
false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
|
|
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x281) << 2));\n\t\t\t\n\r\n\r\n//
|
|
Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
|
|
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
|
|
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
|
|
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\tAge(
|
|
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x281) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
|
|
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x280) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
|
|
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
|
|
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
|
|
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
|
|
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n attributes.stripAlive = false;\r\n
|
|
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\n\t\tattributes.age =
|
|
asfloat(attributeBuffer.Load((index * 0x2 + 0x281) << 2));\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
|
|
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
|
|
stripData);\r\n#endif\r\n\t\t\r\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
|
|
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x280) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x281) << 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 2]Core Glow'
|
|
source: "Shader \"Hidden/VFX/Book/System 2/Core Glow\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
|
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
|
|
SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
|
|
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
|
|
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
|
|
(2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
|
|
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
|
|
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
|
|
1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT
|
|
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
|
|
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
|
|
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
|
|
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define
|
|
VFX_BYPASS_EXPOSURE 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\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
|
|
float4 Size_d;\n\t\t float Size_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
|
|
Attributes\n\t\t{\n\t\t float3 position;\n\t\t float lifetime;\n\t\t
|
|
float3 color;\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 pivotX;\n\t\t float pivotY;\n\t\t
|
|
float pivotZ;\n\t\t float size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
|
|
float scaleZ;\n\t\t float age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
|
|
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\n\t\t\n\t\t\n\n\t\t\n\t\t#define
|
|
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
|
|
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
|
|
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
|
|
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
|
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
|
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
|
|
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
|
|
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
|
|
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
|
|
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
|
|
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
|
|
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
|
|
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
|
|
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
|
|
builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
|
|
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
|
|
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
|
|
#endif\n\t\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\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_189(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
|
|
position) /*mode:FaceCameraPosition axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
|
|
if (unity_OrthoParams.w == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t
|
|
float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t
|
|
axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove
|
|
potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
|
|
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t
|
|
}\n\t\t\t else\n\t\t\t {\n\t\t\t axisZ = normalize(position -
|
|
GetViewVFXPosition());\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
|
|
axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC5(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
|
|
Random:Off channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_7DF18693(inout float size, float age, float lifetime, float4
|
|
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
|
|
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
|
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
|
|
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x200) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
|
|
0x2 + 0x280) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x281) << 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
|
|
= (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\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.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x281) << 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\tOrient_189(
|
|
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
|
|
attributes.position);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC5( /*inout
|
|
*/attributes.color, float3(0, 25.6343517, 31.9999962));\n\t\t\t\t}\n\t\t\t\tSetAttribute_3278B22F(
|
|
/*inout */attributes.size, Size_c);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout
|
|
*/attributes.size, attributes.age, attributes.lifetime, Size_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\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH
|
|
0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
|
|
_PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
|
|
frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t
|
|
#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0
|
|
for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t
|
|
, out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t
|
|
// When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t
|
|
, out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t
|
|
, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t
|
|
, out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t
|
|
#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t \n\t\t\t\t\t \n\t\t\t\t\t
|
|
float alpha = OUTSG.;\n\t\t\t\t\t #else\n\t\t\t\t\t float alpha =
|
|
VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\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\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
|
|
* 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
|
|
= encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection
|
|
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy
|
|
= (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
|
|
VFX_PASSDEPTH undefined \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
|
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos :
|
|
SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|
|
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
|
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
|
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
|
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
|
|
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
|
|
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
|
|
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR
|
|
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
|
|
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
|
|
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
|
|
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
|
|
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
|
|
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
Orient_189(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
|
|
position) /*mode:FaceCameraPosition axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
|
|
if (unity_OrthoParams.w == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t
|
|
float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t
|
|
axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove
|
|
potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
|
|
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t
|
|
}\n\t\t\t else\n\t\t\t {\n\t\t\t axisZ = normalize(position -
|
|
GetViewVFXPosition());\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
|
|
axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC5(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
|
|
Random:Off channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_7DF18693(inout float size, float age, float lifetime, float4
|
|
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
|
|
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
|
|
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
|
|
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
|
|
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
|
|
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
|
|
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
|
|
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
|
|
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
|
|
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
|
|
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
|
|
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
|
|
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
|
|
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
|
|
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
|
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
|
|
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
|
|
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
|
|
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
|
|
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
|
|
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
|
|
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
|
|
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
|
|
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
|
|
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
|
|
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
|
|
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x200) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
|
|
0x2 + 0x280) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
|
|
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x281) << 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
|
|
= (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\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.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
|
|
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x281) << 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\tOrient_189(
|
|
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
|
|
attributes.position);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC5( /*inout
|
|
*/attributes.color, float3(0, 25.6343517, 31.9999962));\n\t\t\t\t}\n\t\t\t\tSetAttribute_3278B22F(
|
|
/*inout */attributes.size, Size_c);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout
|
|
*/attributes.size, attributes.age, attributes.lifetime, Size_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\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if
|
|
VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tps_output
|
|
frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
|
|
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if
|
|
VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t \n\t\t \n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t
|
|
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t
|
|
o.color.a = OUTSG.;\n\t\t #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
|
|
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
|
|
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t
|
|
o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
|
|
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 3]Initialize Particle'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_PAGEFLIP_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
|
|
VFX_USE_PARTICLEID_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_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
|
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define
|
|
VFX_USE_SCALEY_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_a;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
|
|
int PageFlip;\n float lifetime;\n float size;\n float3 position;\n
|
|
uint particleId;\n float angleX;\n float angleY;\n float angleZ;\n
|
|
float3 velocity;\n float3 direction;\n float alpha;\n float age;\n
|
|
bool alive;\n float scaleX;\n float scaleY;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
|
|
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
|
|
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
|
|
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
|
|
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
|
|
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
|
|
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
|
|
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
|
|
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
|
|
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
|
|
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
|
|
SetCustomAttribute_FC6267C0(inout int PageFlip, int _PageFlip) /*attribute:PageFlip
|
|
Composition:Overwrite Random:Off AttributeType:Int */\n{\n PageFlip = _PageFlip;\n}\nvoid
|
|
SetAttribute_F0142CBB(inout float lifetime, float Lifetime) /*attribute:lifetime
|
|
Composition:Overwrite Source:Slot Random:Off channels:XZ */\n{\n lifetime
|
|
= Lifetime;\n}\nvoid SetAttribute_3278B229(inout float size, float Size) /*attribute:size
|
|
Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n size = Size;\n}\nvoid
|
|
SetAttribute_CAC29745(inout float3 position, float3 Position) /*attribute:position
|
|
Composition:Overwrite Source:Slot Random:Off channels:XZ */\n{\n position
|
|
= Position;\n}\n\n\r\n\r\n// Due to a bug in HLSL compiler, disable spurious
|
|
\"unitialized variable\" due to mid function return statement\r\n#pragma warning(push)\r\n#pragma
|
|
warning(disable : 4000)\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#pragma
|
|
warning(pop)\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.PageFlip = (int)0;\n attributes.lifetime = (float)1;\n
|
|
attributes.size = (float)0.100000001;\n attributes.position = float3(0,
|
|
0, 0);\n attributes.particleId = (uint)0;\n attributes.angleX
|
|
= (float)0;\n attributes.angleY = (float)0;\n attributes.angleZ
|
|
= (float)0;\n attributes.velocity = float3(0, 0, 0);\n attributes.direction
|
|
= float3(0, 0, 1);\n attributes.alpha = (float)1;\n attributes.age
|
|
= (float)0;\n attributes.alive = (bool)true;\n attributes.scaleX
|
|
= (float)1;\n attributes.scaleY = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
|
|
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
|
|
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
|
|
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
|
|
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
|
|
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
|
|
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
|
|
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
|
|
with strip\r\n#endif\r\n \r\n {\n uint tmp_z = attributes.particleId
|
|
^ asuint(uniform_a);\n float tmp_ba = FixedRand(tmp_z);\n
|
|
float tmp_bc = tmp_ba * (float)2;\n bool tmp_bd = (float)1 >= tmp_bc;\n
|
|
int tmp_bg = tmp_bd ? (int)1 : (int)-1;\n SetCustomAttribute_FC6267C0(
|
|
/*inout */attributes.PageFlip, tmp_bg);\n }\n {\n
|
|
SetAttribute_F0142CBB( /*inout */attributes.lifetime, (float)7);\n }\n
|
|
{\n SetAttribute_3278B229( /*inout */attributes.size, (float)1);\n
|
|
}\n {\n SetAttribute_CAC29745( /*inout */attributes.position,
|
|
float3(0, 0.150000006, 0));\n }\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n
|
|
if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t
|
|
uint deadIndex = deadListIn.DecrementCounter();\r\n uint index =
|
|
deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
|
|
attributeBuffer.Store((index * 0x3 + 0x0) << 2,asuint(attributes.PageFlip));\n
|
|
attributeBuffer.Store((index * 0x3 + 0x1) << 2,asuint(attributes.lifetime));\n
|
|
attributeBuffer.Store((index * 0x1 + 0x780) << 2,asuint(attributes.size));\n
|
|
attributeBuffer.Store3((index * 0x4 + 0xA00) << 2,asuint(attributes.position));\n
|
|
attributeBuffer.Store((index * 0x3 + 0x2) << 2,asuint(attributes.particleId));\n
|
|
attributeBuffer.Store((index * 0x3 + 0x1400) << 2,asuint(attributes.angleX));\n
|
|
attributeBuffer.Store((index * 0x3 + 0x1401) << 2,asuint(attributes.angleY));\n
|
|
attributeBuffer.Store((index * 0x3 + 0x1402) << 2,asuint(attributes.angleZ));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x1B80) << 2,asuint(attributes.velocity));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x1B84) << 2,asuint(attributes.direction));\n
|
|
attributeBuffer.Store((index * 0x1 + 0x2F80) << 2,asuint(attributes.alpha));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x3200) << 2,asuint(attributes.age));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x3201) << 2,uint(attributes.alive));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x3700) << 2,asuint(attributes.scaleX));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x3701) << 2,asuint(attributes.scaleY));\n
|
|
\n\r\n }\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 3]Update Particle'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_PAGEFLIP_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_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_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
|
|
VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
|
|
1\n#define VFX_HAS_INDIRECT_DRAW 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
|
|
float4 uniform_b;\n float4 uniform_c;\n float4 uniform_d;\n float
|
|
uniform_a;\n float deltaTime_d;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
|
|
Attributes\n{\n int PageFlip;\n float lifetime;\n float3 position;\n
|
|
uint particleId;\n float angleX;\n float angleY;\n float angleZ;\n
|
|
float3 velocity;\n float3 direction;\n float alpha;\n float age;\n
|
|
bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST
|
|
(VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if
|
|
USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
|
|
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
|
|
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
|
|
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
|
|
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
|
|
SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ,
|
|
float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off
|
|
channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n angleZ
|
|
= Angle.z;\n}\nvoid VelocityDirection_18D(inout float3 velocity, inout float3
|
|
direction, float3 Direction, float Speed, float DirectionBlend) /*composition:Add
|
|
speedMode:Constant */\n{\n float speed = Speed;\n direction = VFXSafeNormalize(lerp(direction,
|
|
Direction, DirectionBlend));\n velocity += direction * speed;\n}\nvoid SetAttribute_CEEAF35C(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid EulerIntegration(inout
|
|
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
|
|
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age +=
|
|
deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
|
|
if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
|
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
|
|
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
|
|
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
|
|
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1B80) << 2));\n\t\t\tattributes.direction
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1B84) << 2));\n\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 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
|
|
uint tmp_bd = attributes.particleId ^ asuint(uniform_a);\n\t\t\t float tmp_be
|
|
= FixedRand(tmp_bd);\n\t\t\t float tmp_bg = tmp_be * (float)2;\n\t\t\t
|
|
float tmp_bh = (float)-1 + tmp_bg;\n\t\t\t float tmp_bi = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t float tmp_bj = SampleCurve(uniform_b,tmp_bi);\n\t\t\t
|
|
float tmp_bk = tmp_bh * tmp_bj;\n\t\t\t float tmp_bm = tmp_bk * (float)150;\n\t\t\t
|
|
float tmp_bn = (float)attributes.PageFlip;\n\t\t\t float tmp_bo = tmp_bm
|
|
* tmp_bn;\n\t\t\t float tmp_bq = (float)70 * tmp_bn;\n\t\t\t float tmp_br
|
|
= tmp_bi * tmp_bq;\n\t\t\t float3 tmp_bs = float3(tmp_bo, tmp_bo, tmp_br);\n\t\t\t
|
|
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bs);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bd
|
|
= attributes.age / attributes.lifetime;\n\t\t\t float tmp_be = SampleCurve(uniform_c,tmp_bd);\n\t\t\t
|
|
float tmp_bg = tmp_be * (float)0.150000006;\n\t\t\t VelocityDirection_18D(
|
|
/*inout */attributes.velocity, /*inout */attributes.direction, float3(0, 1,
|
|
0), tmp_bg, (float)1);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bc = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t uint tmp_be = attributes.particleId ^ asuint(uniform_a);\n\t\t\t
|
|
float tmp_bf = FixedRand(tmp_be);\n\t\t\t float tmp_bh = tmp_bf * (float)0.5;\n\t\t\t
|
|
float tmp_bi = (float)1 + tmp_bh;\n\t\t\t float tmp_bj = tmp_bc * tmp_bi;\n\t\t\t
|
|
float tmp_bm = tmp_bf * (float)0.25;\n\t\t\t float tmp_bn = (float)-0.25
|
|
+ tmp_bm;\n\t\t\t float tmp_bo = tmp_bj + tmp_bn;\n\t\t\t float tmp_bp
|
|
= saturate(tmp_bo);\n\t\t\t float tmp_bq = SampleCurve(uniform_d,tmp_bp);\n\t\t\t
|
|
SetAttribute_CEEAF35C( /*inout */attributes.alpha, tmp_bq);\n\t\t\t}\n\t\t\tEulerIntegration(
|
|
/*inout */attributes.position, attributes.velocity, deltaTime_d);\n\t\t\tAge(
|
|
/*inout */attributes.age, deltaTime_d);\n\t\t\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x4 + 0xA00) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x3 + 0x1400) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x3 + 0x1401) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x3 + 0x1402) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x1B80) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x1B84) << 2,asuint(attributes.direction));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x2F80) << 2,asuint(attributes.alpha));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x3200) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
|
|
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x3201) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
|
|
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
|
|
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
|
|
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
|
|
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n attributes.stripAlive = false;\r\n
|
|
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1B80) << 2));\n\t\tattributes.direction
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1B84) << 2));\n\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 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 uint tmp_bd = attributes.particleId
|
|
^ asuint(uniform_a);\n\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t float
|
|
tmp_bg = tmp_be * (float)2;\n\t\t float tmp_bh = (float)-1 + tmp_bg;\n\t\t
|
|
float tmp_bi = attributes.age / attributes.lifetime;\n\t\t float tmp_bj
|
|
= SampleCurve(uniform_b,tmp_bi);\n\t\t float tmp_bk = tmp_bh * tmp_bj;\n\t\t
|
|
float tmp_bm = tmp_bk * (float)150;\n\t\t float tmp_bn = (float)attributes.PageFlip;\n\t\t
|
|
float tmp_bo = tmp_bm * tmp_bn;\n\t\t float tmp_bq = (float)70 * tmp_bn;\n\t\t
|
|
float tmp_br = tmp_bi * tmp_bq;\n\t\t float3 tmp_bs = float3(tmp_bo, tmp_bo,
|
|
tmp_br);\n\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout
|
|
*/attributes.angleY, /*inout */attributes.angleZ, tmp_bs);\n\t\t}\n\t\t{\n\t\t
|
|
float tmp_bd = attributes.age / attributes.lifetime;\n\t\t float tmp_be
|
|
= SampleCurve(uniform_c,tmp_bd);\n\t\t float tmp_bg = tmp_be * (float)0.150000006;\n\t\t
|
|
VelocityDirection_18D( /*inout */attributes.velocity, /*inout */attributes.direction,
|
|
float3(0, 1, 0), tmp_bg, (float)1);\n\t\t}\n\t\t{\n\t\t float tmp_bc = attributes.age
|
|
/ attributes.lifetime;\n\t\t uint tmp_be = attributes.particleId ^ asuint(uniform_a);\n\t\t
|
|
float tmp_bf = FixedRand(tmp_be);\n\t\t float tmp_bh = tmp_bf * (float)0.5;\n\t\t
|
|
float tmp_bi = (float)1 + tmp_bh;\n\t\t float tmp_bj = tmp_bc * tmp_bi;\n\t\t
|
|
float tmp_bm = tmp_bf * (float)0.25;\n\t\t float tmp_bn = (float)-0.25 +
|
|
tmp_bm;\n\t\t float tmp_bo = tmp_bj + tmp_bn;\n\t\t float tmp_bp = saturate(tmp_bo);\n\t\t
|
|
float tmp_bq = SampleCurve(uniform_d,tmp_bp);\n\t\t SetAttribute_CEEAF35C(
|
|
/*inout */attributes.alpha, tmp_bq);\n\t\t}\n\t\tEulerIntegration( /*inout
|
|
*/attributes.position, attributes.velocity, deltaTime_d);\n\t\tAge( /*inout
|
|
*/attributes.age, deltaTime_d);\n\t\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
|
0x4 + 0xA00) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
|
|
* 0x3 + 0x1400) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
|
|
* 0x3 + 0x1401) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
|
|
* 0x3 + 0x1402) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x1B80) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x1B84) << 2,asuint(attributes.direction));\n\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x2F80) << 2,asuint(attributes.alpha));\n\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x3200) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x3201) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 3]Pages'
|
|
source: "Shader \"Hidden/VFX/Book/System 3/Pages\"\n{\r\n\tSubShader\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\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_PAGEFLIP_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
|
|
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_PARTICLEID_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_ALPHA_CURRENT 1\n\t\t#define VFX_USE_AGE_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_PIVOTX_CURRENT
|
|
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
|
|
1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
|
|
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_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 VFX_HAS_INDIRECT_DRAW 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define
|
|
HAS_SHADERGRAPH_PARAM_BASECOLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA
|
|
1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS
|
|
1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL
|
|
1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER
|
|
1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD
|
|
1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY
|
|
1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define HDRP_LIT
|
|
1\n\t\t#define USE_DOUBLE_SIDED 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\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
|
|
float4 Scale_b;\n\t\t float4 uniform_d;\n\t\t float uniform_a;\n\t\t
|
|
float uniform_b;\n\t\t float uniform_c;\n\t\t float uniform_e;\n\t\t
|
|
float currentFrameIndex;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
|
|
Attributes\n\t\t{\n\t\t int PageFlip;\n\t\t float lifetime;\n\t\t
|
|
float size;\n\t\t float3 position;\n\t\t uint particleId;\n\t\t float
|
|
angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float alpha;\n\t\t
|
|
float age;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t
|
|
float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float
|
|
pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\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
|
|
Albedo;\n\t\tSamplerState samplerAlbedo;\n\t\tfloat4 Albedo_TexelSize;\n\t\t\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\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
|
|
VFX_OPTIONAL_INTERPOLATION float AshEdge : NORMAL0;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float FireEdge : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 FireColor
|
|
: NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float AlphaThreshold : NORMAL3;\n\t\t\t
|
|
VFX_OPTIONAL_INTERPOLATION float2 UVScale : NORMAL4;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float2 UVOffset : NORMAL5;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 Normal
|
|
: NORMAL6;\n\t\t\t \n\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
|
|
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_6F8995BE(inout float scaleY, float age, float lifetime,
|
|
float4 Scale) /*attribute:scale Composition:Add AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Scale, t);\n\t\t\t scaleY += value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_4C628008(inout
|
|
float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
|
|
/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
angleX = lerp(angleX,Angle.x,Blend);\n\t\t\t angleY = lerp(angleY,Angle.y,Blend);\n\t\t\t
|
|
angleZ = lerp(angleZ,Angle.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\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.PageFlip = (attributeBuffer.Load((index
|
|
* 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x2 + 0x3201) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\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.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_bf = (float)attributes.PageFlip;\n\t\t\t\t SetAttribute_D5151644(
|
|
/*inout */attributes.scaleX, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bf = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
|
|
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float
|
|
tmp_bi = FixedRand(tmp_bh);\n\t\t\t\t float tmp_bk = tmp_bi * (float)2;\n\t\t\t\t
|
|
float tmp_bl = (float)-1 + tmp_bk;\n\t\t\t\t uint tmp_bm = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t\t
|
|
float tmp_bo = tmp_bn * (float)2;\n\t\t\t\t float tmp_bp = (float)-1 + tmp_bo;\n\t\t\t\t
|
|
uint tmp_bq = attributes.particleId ^ asuint(uniform_c);\n\t\t\t\t float
|
|
tmp_br = FixedRand(tmp_bq);\n\t\t\t\t float tmp_bs = tmp_br * (float)2;\n\t\t\t\t
|
|
float tmp_bt = (float)-1 + tmp_bs;\n\t\t\t\t float3 tmp_bu = float3(tmp_bl,
|
|
tmp_bp, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(35, 35, 35);\n\t\t\t\t
|
|
float3 tmp_bx = tmp_bf + tmp_bw;\n\t\t\t\t float tmp_by = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t\t float tmp_ca = tmp_bi * (float)0.100000001;\n\t\t\t\t
|
|
float tmp_cb = tmp_by + tmp_ca;\n\t\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t\t
|
|
float tmp_cd = SampleCurve(uniform_d,tmp_cc);\n\t\t\t\t float tmp_cf = max(tmp_cd,
|
|
(float)0);\n\t\t\t\t float tmp_ch = min(tmp_cf, (float)1);\n\t\t\t\t
|
|
SetAttribute_4C628008( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bx, tmp_ch);\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 float AshEdge__ = (float)0;{\n\t\t\t \n\t\t\t AshEdge__
|
|
= (float)4;\n\t\t\t }\n\t\t\t o.AshEdge = AshEdge__;float FireEdge__
|
|
= (float)0;{\n\t\t\t \n\t\t\t FireEdge__ = (float)50;\n\t\t\t
|
|
}\n\t\t\t o.FireEdge = FireEdge__;float4 FireColor__ = (float4)0;{\n\t\t\t
|
|
\n\t\t\t FireColor__ = float4(100, 15, 0, 1);\n\t\t\t }\n\t\t\t
|
|
o.FireColor = FireColor__;float AlphaThreshold__ = (float)0;{\n\t\t\t
|
|
AlphaThreshold__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.AlphaThreshold
|
|
= AlphaThreshold__;float2 UVScale__ = (float2)0;{\n\t\t\t \n\t\t\t
|
|
UVScale__ = float2(1, 1);\n\t\t\t }\n\t\t\t o.UVScale = UVScale__;float2
|
|
UVOffset__ = (float2)0;{\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)10;\n\t\t\t uint tmp_bk = (uint)tmp_bj;\n\t\t\t
|
|
uint tmp_bl = tmp_bk ^ asuint(uniform_e);\n\t\t\t uint tmp_bm = attributes.particleId
|
|
^ tmp_bl;\n\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t float
|
|
tmp_bp = tmp_bn * (float)3;\n\t\t\t bool tmp_bq = (float)1 >= tmp_bp;\n\t\t\t
|
|
bool tmp_bt = (float)2 >= tmp_bp;\n\t\t\t float tmp_bw = tmp_bt ? (float)0.333000004
|
|
: (float)0.666000009;\n\t\t\t float tmp_bx = tmp_bq ? (float)0 : tmp_bw;\n\t\t\t
|
|
uint tmp_by = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float
|
|
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_ca = tmp_bz * (float)10;\n\t\t\t
|
|
uint tmp_cb = (uint)tmp_ca;\n\t\t\t uint tmp_cc = tmp_cb ^ asuint(uniform_e);\n\t\t\t
|
|
uint tmp_cd = attributes.particleId ^ tmp_cc;\n\t\t\t float tmp_ce =
|
|
FixedRand(tmp_cd);\n\t\t\t float tmp_cf = tmp_ce * (float)2;\n\t\t\t
|
|
bool tmp_cg = (float)1 >= tmp_cf;\n\t\t\t float tmp_ci = tmp_cg ? (float)0
|
|
: (float)0.5;\n\t\t\t float2 tmp_cj = float2(tmp_bx, tmp_ci);\n\t\t\t
|
|
\n\t\t\t UVOffset__ = tmp_cj;\n\t\t\t }\n\t\t\t o.UVOffset = UVOffset__;float3
|
|
Normal__ = (float3)0;{\n\t\t\t float tmp_bg = (float)attributes.PageFlip;\n\t\t\t
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|
float3 tmp_bh = float3((float)0, (float)0, tmp_bg);\n\t\t\t \n\t\t\t
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Normal__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Normal = Normal__;\n\n\t\t\t\t\n\t\t\t\treturn
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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\n\t\t\t\t\t#if
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|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS
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|
SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\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\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t
|
|
// Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash
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|
= 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4
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|
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
|
|
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat
|
|
alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData
|
|
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData
|
|
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t
|
|
preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t
|
|
preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid
|
|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
|
|
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData
|
|
bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef
|
|
SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t//
|
|
Node: Multiply\n\t\t\t\t\tvoid Unity_Multiply_float(float2 A, float2 B, out
|
|
float2 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t//
|
|
Node: Add\n\t\t\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2 Out)\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// Node: Subtract\n\t\t\t\t\tvoid
|
|
Unity_Subtract_float(float A, float B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
Out = A - B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// Node: One Minus\n\t\t\t\t\tvoid
|
|
Unity_OneMinus_float(float In, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out
|
|
= 1 - In;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_a66069377f5fbd14299d27568a74a093\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Output_a66069377f5fbd14299d27568a74a093\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
float3 Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_a66069377f5fbd14299d27568a74a093
|
|
SG_Evaluate_a66069377f5fbd14299d27568a74a093(\n\t\t\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
IN,\n\t\t\t\t\t /* Property: Albedo */ TEXTURE2D_PARAM(Albedo, samplerAlbedo),
|
|
float4 Albedo_TexelSize,\n\t\t\t\t\t /* Property: AlphaThreshold */ float
|
|
AlphaThreshold,\n\t\t\t\t\t /* Property: UVScale */ float2 UVScale,\n\t\t\t\t\t
|
|
/* Property: UVOffset */ float2 UVOffset,\n\t\t\t\t\t /* Property: Normal
|
|
*/ float3 Normal)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: UV\n\t\t\t\t\t float4
|
|
_UV_11B0C4A8_Out_0 = IN.uv0;\n\t\t\t\t\t\n\t\t\t\t\t // Node: Property\n\t\t\t\t\t
|
|
float2 _Property_8E053327_Out_0 = UVScale;\n\t\t\t\t\t\n\t\t\t\t\t // Node:
|
|
Multiply\n\t\t\t\t\t float2 _Multiply_86CA459_Out_2;\n\t\t\t\t\t Unity_Multiply_float((_UV_11B0C4A8_Out_0.xy),
|
|
_Property_8E053327_Out_0, _Multiply_86CA459_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Property\n\t\t\t\t\t float2 _Property_2CCCABBA_Out_0 = UVOffset;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Add\n\t\t\t\t\t float2 _Add_155AF9C5_Out_2;\n\t\t\t\t\t Unity_Add_float2(_Multiply_86CA459_Out_2,
|
|
_Property_2CCCABBA_Out_0, _Add_155AF9C5_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Sample Texture 2D\n\t\t\t\t\t float4 _SampleTexture2D_398FEE72_RGBA_0
|
|
= SAMPLE_TEXTURE2D(Albedo, samplerAlbedo, _Add_155AF9C5_Out_2);\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_R_4 = _SampleTexture2D_398FEE72_RGBA_0.r;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_G_5 = _SampleTexture2D_398FEE72_RGBA_0.g;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_B_6 = _SampleTexture2D_398FEE72_RGBA_0.b;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_A_7 = _SampleTexture2D_398FEE72_RGBA_0.a;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Property\n\t\t\t\t\t float _Property_11945F4_Out_0 = AlphaThreshold;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Subtract\n\t\t\t\t\t float _Subtract_BD8530A_Out_2;\n\t\t\t\t\t
|
|
Unity_Subtract_float(_SampleTexture2D_398FEE72_A_7, _Property_11945F4_Out_0,
|
|
_Subtract_BD8530A_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t // Node: Property\n\t\t\t\t\t
|
|
float3 _Property_493E4743_Out_0 = Normal;\n\t\t\t\t\t\n\t\t\t\t\t // Node:
|
|
One Minus\n\t\t\t\t\t float _OneMinus_DDD105CA_Out_1;\n\t\t\t\t\t Unity_OneMinus_float(_Subtract_BD8530A_Out_2,
|
|
_OneMinus_DDD105CA_Out_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual Effect Master\n\t\t\t\t\t
|
|
SG_Output_a66069377f5fbd14299d27568a74a093 OUT;\n\t\t\t\t\t OUT.Normal_8
|
|
= _Property_493E4743_Out_0;\n\t\t\t\t\t OUT.Alpha_4 = 1;\n\t\t\t\t\t
|
|
OUT.AlphaThreshold_7 = _OneMinus_DDD105CA_Out_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
|
|
_PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
|
|
frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace
|
|
: SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for
|
|
alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t,
|
|
out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t//
|
|
When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out
|
|
float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t//
|
|
We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t,
|
|
out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif
|
|
defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\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\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\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\t\t\tfloat3
|
|
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst
|
|
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3
|
|
bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),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#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t float AshEdge = i.AshEdge;float FireEdge
|
|
= i.FireEdge;float4 FireColor = i.FireColor;float AlphaThreshold = i.AlphaThreshold;float2
|
|
UVScale = i.UVScale;float2 UVOffset = i.UVOffset;float3 Normal = i.Normal;\n\t\t\t\t\t
|
|
//Call Shader Graph\n\t\t\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
INSG = (SG_Input_a66069377f5fbd14299d27568a74a093)0;\n\t\t\t\t\t INSG.uv0.xy
|
|
= i.uv;\n\t\t\t\t\t \n\t\t\t\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUTSG = SG_Evaluate_a66069377f5fbd14299d27568a74a093(INSG,Albedo, samplerAlbedo,
|
|
Albedo_TexelSize, AlphaThreshold, UVScale, UVOffset, Normal);\n\t\t\t\t\t
|
|
#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t
|
|
i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t
|
|
\n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t
|
|
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t
|
|
#else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t
|
|
float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t
|
|
surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface),
|
|
i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\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\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
|
|
* 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
|
|
= encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\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\t\t\toutColor = float4(_ObjectId, _PassValue,
|
|
1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
|
|
VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\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#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t#pragma
|
|
multi_compile _ WRITE_MSAA_DEPTH\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
|
|
UNITY_MATERIAL_LIT\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
|
|
VFX_OPTIONAL_INTERPOLATION float AshEdge : NORMAL0;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float FireEdge : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 FireColor
|
|
: NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float AlphaThreshold : NORMAL3;\n\t\t\t
|
|
VFX_OPTIONAL_INTERPOLATION float2 UVScale : NORMAL4;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float2 UVOffset : NORMAL5;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 Normal
|
|
: NORMAL6;\n\t\t\t \n\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
|
|
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_6F8995BE(inout float scaleY, float age, float lifetime,
|
|
float4 Scale) /*attribute:scale Composition:Add AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Scale, t);\n\t\t\t scaleY += value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_4C628008(inout
|
|
float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
|
|
/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
angleX = lerp(angleX,Angle.x,Blend);\n\t\t\t angleY = lerp(angleY,Angle.y,Blend);\n\t\t\t
|
|
angleZ = lerp(angleZ,Angle.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\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.PageFlip = (attributeBuffer.Load((index
|
|
* 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x2 + 0x3201) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\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.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_bf = (float)attributes.PageFlip;\n\t\t\t\t SetAttribute_D5151644(
|
|
/*inout */attributes.scaleX, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bf = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
|
|
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float
|
|
tmp_bi = FixedRand(tmp_bh);\n\t\t\t\t float tmp_bk = tmp_bi * (float)2;\n\t\t\t\t
|
|
float tmp_bl = (float)-1 + tmp_bk;\n\t\t\t\t uint tmp_bm = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t\t
|
|
float tmp_bo = tmp_bn * (float)2;\n\t\t\t\t float tmp_bp = (float)-1 + tmp_bo;\n\t\t\t\t
|
|
uint tmp_bq = attributes.particleId ^ asuint(uniform_c);\n\t\t\t\t float
|
|
tmp_br = FixedRand(tmp_bq);\n\t\t\t\t float tmp_bs = tmp_br * (float)2;\n\t\t\t\t
|
|
float tmp_bt = (float)-1 + tmp_bs;\n\t\t\t\t float3 tmp_bu = float3(tmp_bl,
|
|
tmp_bp, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(35, 35, 35);\n\t\t\t\t
|
|
float3 tmp_bx = tmp_bf + tmp_bw;\n\t\t\t\t float tmp_by = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t\t float tmp_ca = tmp_bi * (float)0.100000001;\n\t\t\t\t
|
|
float tmp_cb = tmp_by + tmp_ca;\n\t\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t\t
|
|
float tmp_cd = SampleCurve(uniform_d,tmp_cc);\n\t\t\t\t float tmp_cf = max(tmp_cd,
|
|
(float)0);\n\t\t\t\t float tmp_ch = min(tmp_cf, (float)1);\n\t\t\t\t
|
|
SetAttribute_4C628008( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bx, tmp_ch);\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 float AshEdge__ = (float)0;{\n\t\t\t \n\t\t\t AshEdge__
|
|
= (float)4;\n\t\t\t }\n\t\t\t o.AshEdge = AshEdge__;float FireEdge__
|
|
= (float)0;{\n\t\t\t \n\t\t\t FireEdge__ = (float)50;\n\t\t\t
|
|
}\n\t\t\t o.FireEdge = FireEdge__;float4 FireColor__ = (float4)0;{\n\t\t\t
|
|
\n\t\t\t FireColor__ = float4(100, 15, 0, 1);\n\t\t\t }\n\t\t\t
|
|
o.FireColor = FireColor__;float AlphaThreshold__ = (float)0;{\n\t\t\t
|
|
AlphaThreshold__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.AlphaThreshold
|
|
= AlphaThreshold__;float2 UVScale__ = (float2)0;{\n\t\t\t \n\t\t\t
|
|
UVScale__ = float2(1, 1);\n\t\t\t }\n\t\t\t o.UVScale = UVScale__;float2
|
|
UVOffset__ = (float2)0;{\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)10;\n\t\t\t uint tmp_bk = (uint)tmp_bj;\n\t\t\t
|
|
uint tmp_bl = tmp_bk ^ asuint(uniform_e);\n\t\t\t uint tmp_bm = attributes.particleId
|
|
^ tmp_bl;\n\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t float
|
|
tmp_bp = tmp_bn * (float)3;\n\t\t\t bool tmp_bq = (float)1 >= tmp_bp;\n\t\t\t
|
|
bool tmp_bt = (float)2 >= tmp_bp;\n\t\t\t float tmp_bw = tmp_bt ? (float)0.333000004
|
|
: (float)0.666000009;\n\t\t\t float tmp_bx = tmp_bq ? (float)0 : tmp_bw;\n\t\t\t
|
|
uint tmp_by = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float
|
|
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_ca = tmp_bz * (float)10;\n\t\t\t
|
|
uint tmp_cb = (uint)tmp_ca;\n\t\t\t uint tmp_cc = tmp_cb ^ asuint(uniform_e);\n\t\t\t
|
|
uint tmp_cd = attributes.particleId ^ tmp_cc;\n\t\t\t float tmp_ce =
|
|
FixedRand(tmp_cd);\n\t\t\t float tmp_cf = tmp_ce * (float)2;\n\t\t\t
|
|
bool tmp_cg = (float)1 >= tmp_cf;\n\t\t\t float tmp_ci = tmp_cg ? (float)0
|
|
: (float)0.5;\n\t\t\t float2 tmp_cj = float2(tmp_bx, tmp_ci);\n\t\t\t
|
|
\n\t\t\t UVOffset__ = tmp_cj;\n\t\t\t }\n\t\t\t o.UVOffset = UVOffset__;float3
|
|
Normal__ = (float3)0;{\n\t\t\t float tmp_bg = (float)attributes.PageFlip;\n\t\t\t
|
|
float3 tmp_bh = float3((float)0, (float)0, tmp_bg);\n\t\t\t \n\t\t\t
|
|
Normal__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Normal = Normal__;\n\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\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS
|
|
SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\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\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t
|
|
// Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash
|
|
= 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4
|
|
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
|
|
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat
|
|
alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData
|
|
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData
|
|
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t
|
|
preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t
|
|
preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid
|
|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
|
|
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData
|
|
bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef
|
|
SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t//
|
|
Node: Multiply\n\t\t\t\t\tvoid Unity_Multiply_float(float2 A, float2 B, out
|
|
float2 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t//
|
|
Node: Add\n\t\t\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2 Out)\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// Node: Subtract\n\t\t\t\t\tvoid
|
|
Unity_Subtract_float(float A, float B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
Out = A - B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// Node: One Minus\n\t\t\t\t\tvoid
|
|
Unity_OneMinus_float(float In, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out
|
|
= 1 - In;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_a66069377f5fbd14299d27568a74a093\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Output_a66069377f5fbd14299d27568a74a093\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
float3 Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_a66069377f5fbd14299d27568a74a093
|
|
SG_Evaluate_a66069377f5fbd14299d27568a74a093(\n\t\t\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
IN,\n\t\t\t\t\t /* Property: Albedo */ TEXTURE2D_PARAM(Albedo, samplerAlbedo),
|
|
float4 Albedo_TexelSize,\n\t\t\t\t\t /* Property: AlphaThreshold */ float
|
|
AlphaThreshold,\n\t\t\t\t\t /* Property: UVScale */ float2 UVScale,\n\t\t\t\t\t
|
|
/* Property: UVOffset */ float2 UVOffset,\n\t\t\t\t\t /* Property: Normal
|
|
*/ float3 Normal)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: UV\n\t\t\t\t\t float4
|
|
_UV_11B0C4A8_Out_0 = IN.uv0;\n\t\t\t\t\t\n\t\t\t\t\t // Node: Property\n\t\t\t\t\t
|
|
float2 _Property_8E053327_Out_0 = UVScale;\n\t\t\t\t\t\n\t\t\t\t\t // Node:
|
|
Multiply\n\t\t\t\t\t float2 _Multiply_86CA459_Out_2;\n\t\t\t\t\t Unity_Multiply_float((_UV_11B0C4A8_Out_0.xy),
|
|
_Property_8E053327_Out_0, _Multiply_86CA459_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Property\n\t\t\t\t\t float2 _Property_2CCCABBA_Out_0 = UVOffset;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Add\n\t\t\t\t\t float2 _Add_155AF9C5_Out_2;\n\t\t\t\t\t Unity_Add_float2(_Multiply_86CA459_Out_2,
|
|
_Property_2CCCABBA_Out_0, _Add_155AF9C5_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Sample Texture 2D\n\t\t\t\t\t float4 _SampleTexture2D_398FEE72_RGBA_0
|
|
= SAMPLE_TEXTURE2D(Albedo, samplerAlbedo, _Add_155AF9C5_Out_2);\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_R_4 = _SampleTexture2D_398FEE72_RGBA_0.r;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_G_5 = _SampleTexture2D_398FEE72_RGBA_0.g;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_B_6 = _SampleTexture2D_398FEE72_RGBA_0.b;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_A_7 = _SampleTexture2D_398FEE72_RGBA_0.a;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Property\n\t\t\t\t\t float _Property_11945F4_Out_0 = AlphaThreshold;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Subtract\n\t\t\t\t\t float _Subtract_BD8530A_Out_2;\n\t\t\t\t\t
|
|
Unity_Subtract_float(_SampleTexture2D_398FEE72_A_7, _Property_11945F4_Out_0,
|
|
_Subtract_BD8530A_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t // Node: Property\n\t\t\t\t\t
|
|
float3 _Property_493E4743_Out_0 = Normal;\n\t\t\t\t\t\n\t\t\t\t\t // Node:
|
|
One Minus\n\t\t\t\t\t float _OneMinus_DDD105CA_Out_1;\n\t\t\t\t\t Unity_OneMinus_float(_Subtract_BD8530A_Out_2,
|
|
_OneMinus_DDD105CA_Out_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual Effect Master\n\t\t\t\t\t
|
|
SG_Output_a66069377f5fbd14299d27568a74a093 OUT;\n\t\t\t\t\t OUT.Normal_8
|
|
= _Property_493E4743_Out_0;\n\t\t\t\t\t OUT.Alpha_4 = 1;\n\t\t\t\t\t
|
|
OUT.AlphaThreshold_7 = _OneMinus_DDD105CA_Out_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
|
|
_PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
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|
frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace
|
|
: SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for
|
|
alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t,
|
|
out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t//
|
|
When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out
|
|
float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t//
|
|
We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t,
|
|
out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif
|
|
defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\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\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\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\t\t\tfloat3
|
|
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst
|
|
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3
|
|
bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),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#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t float AshEdge = i.AshEdge;float FireEdge
|
|
= i.FireEdge;float4 FireColor = i.FireColor;float AlphaThreshold = i.AlphaThreshold;float2
|
|
UVScale = i.UVScale;float2 UVOffset = i.UVOffset;float3 Normal = i.Normal;\n\t\t\t\t\t
|
|
//Call Shader Graph\n\t\t\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
INSG = (SG_Input_a66069377f5fbd14299d27568a74a093)0;\n\t\t\t\t\t INSG.uv0.xy
|
|
= i.uv;\n\t\t\t\t\t \n\t\t\t\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUTSG = SG_Evaluate_a66069377f5fbd14299d27568a74a093(INSG,Albedo, samplerAlbedo,
|
|
Albedo_TexelSize, AlphaThreshold, UVScale, UVOffset, Normal);\n\t\t\t\t\t
|
|
#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t
|
|
i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t
|
|
\n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t
|
|
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t
|
|
#else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t
|
|
float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t
|
|
surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface),
|
|
i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\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\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
|
|
* 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
|
|
= encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\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\t\t\toutColor = float4(_ObjectId, _PassValue,
|
|
1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
|
|
VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\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 40\n\t\t\t Ref 32\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 multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t#pragma
|
|
multi_compile _ WRITE_MSAA_DEPTH\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
|
|
UNITY_MATERIAL_LIT\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
|
|
VFX_OPTIONAL_INTERPOLATION float AshEdge : NORMAL0;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float FireEdge : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 FireColor
|
|
: NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float AlphaThreshold : NORMAL3;\n\t\t\t
|
|
VFX_OPTIONAL_INTERPOLATION float2 UVScale : NORMAL4;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float2 UVOffset : NORMAL5;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 Normal
|
|
: NORMAL6;\n\t\t\t \n\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
|
|
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_6F8995BE(inout float scaleY, float age, float lifetime,
|
|
float4 Scale) /*attribute:scale Composition:Add AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Scale, t);\n\t\t\t scaleY += value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_4C628008(inout
|
|
float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
|
|
/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
angleX = lerp(angleX,Angle.x,Blend);\n\t\t\t angleY = lerp(angleY,Angle.y,Blend);\n\t\t\t
|
|
angleZ = lerp(angleZ,Angle.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\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.PageFlip = (attributeBuffer.Load((index
|
|
* 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x2 + 0x3201) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\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.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_bf = (float)attributes.PageFlip;\n\t\t\t\t SetAttribute_D5151644(
|
|
/*inout */attributes.scaleX, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bf = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
|
|
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float
|
|
tmp_bi = FixedRand(tmp_bh);\n\t\t\t\t float tmp_bk = tmp_bi * (float)2;\n\t\t\t\t
|
|
float tmp_bl = (float)-1 + tmp_bk;\n\t\t\t\t uint tmp_bm = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t\t
|
|
float tmp_bo = tmp_bn * (float)2;\n\t\t\t\t float tmp_bp = (float)-1 + tmp_bo;\n\t\t\t\t
|
|
uint tmp_bq = attributes.particleId ^ asuint(uniform_c);\n\t\t\t\t float
|
|
tmp_br = FixedRand(tmp_bq);\n\t\t\t\t float tmp_bs = tmp_br * (float)2;\n\t\t\t\t
|
|
float tmp_bt = (float)-1 + tmp_bs;\n\t\t\t\t float3 tmp_bu = float3(tmp_bl,
|
|
tmp_bp, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(35, 35, 35);\n\t\t\t\t
|
|
float3 tmp_bx = tmp_bf + tmp_bw;\n\t\t\t\t float tmp_by = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t\t float tmp_ca = tmp_bi * (float)0.100000001;\n\t\t\t\t
|
|
float tmp_cb = tmp_by + tmp_ca;\n\t\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t\t
|
|
float tmp_cd = SampleCurve(uniform_d,tmp_cc);\n\t\t\t\t float tmp_cf = max(tmp_cd,
|
|
(float)0);\n\t\t\t\t float tmp_ch = min(tmp_cf, (float)1);\n\t\t\t\t
|
|
SetAttribute_4C628008( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bx, tmp_ch);\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 float AshEdge__ = (float)0;{\n\t\t\t \n\t\t\t AshEdge__
|
|
= (float)4;\n\t\t\t }\n\t\t\t o.AshEdge = AshEdge__;float FireEdge__
|
|
= (float)0;{\n\t\t\t \n\t\t\t FireEdge__ = (float)50;\n\t\t\t
|
|
}\n\t\t\t o.FireEdge = FireEdge__;float4 FireColor__ = (float4)0;{\n\t\t\t
|
|
\n\t\t\t FireColor__ = float4(100, 15, 0, 1);\n\t\t\t }\n\t\t\t
|
|
o.FireColor = FireColor__;float AlphaThreshold__ = (float)0;{\n\t\t\t
|
|
AlphaThreshold__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.AlphaThreshold
|
|
= AlphaThreshold__;float2 UVScale__ = (float2)0;{\n\t\t\t \n\t\t\t
|
|
UVScale__ = float2(1, 1);\n\t\t\t }\n\t\t\t o.UVScale = UVScale__;float2
|
|
UVOffset__ = (float2)0;{\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)10;\n\t\t\t uint tmp_bk = (uint)tmp_bj;\n\t\t\t
|
|
uint tmp_bl = tmp_bk ^ asuint(uniform_e);\n\t\t\t uint tmp_bm = attributes.particleId
|
|
^ tmp_bl;\n\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t float
|
|
tmp_bp = tmp_bn * (float)3;\n\t\t\t bool tmp_bq = (float)1 >= tmp_bp;\n\t\t\t
|
|
bool tmp_bt = (float)2 >= tmp_bp;\n\t\t\t float tmp_bw = tmp_bt ? (float)0.333000004
|
|
: (float)0.666000009;\n\t\t\t float tmp_bx = tmp_bq ? (float)0 : tmp_bw;\n\t\t\t
|
|
uint tmp_by = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float
|
|
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_ca = tmp_bz * (float)10;\n\t\t\t
|
|
uint tmp_cb = (uint)tmp_ca;\n\t\t\t uint tmp_cc = tmp_cb ^ asuint(uniform_e);\n\t\t\t
|
|
uint tmp_cd = attributes.particleId ^ tmp_cc;\n\t\t\t float tmp_ce =
|
|
FixedRand(tmp_cd);\n\t\t\t float tmp_cf = tmp_ce * (float)2;\n\t\t\t
|
|
bool tmp_cg = (float)1 >= tmp_cf;\n\t\t\t float tmp_ci = tmp_cg ? (float)0
|
|
: (float)0.5;\n\t\t\t float2 tmp_cj = float2(tmp_bx, tmp_ci);\n\t\t\t
|
|
\n\t\t\t UVOffset__ = tmp_cj;\n\t\t\t }\n\t\t\t o.UVOffset = UVOffset__;float3
|
|
Normal__ = (float3)0;{\n\t\t\t float tmp_bg = (float)attributes.PageFlip;\n\t\t\t
|
|
float3 tmp_bh = float3((float)0, (float)0, tmp_bg);\n\t\t\t \n\t\t\t
|
|
Normal__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Normal = Normal__;\n\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\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS
|
|
SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\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\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t
|
|
// Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash
|
|
= 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4
|
|
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
|
|
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat
|
|
alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData
|
|
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData
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|
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD
|
|
= 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t
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preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t
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|
preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid
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|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData
|
|
bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD
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|
= 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include
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|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef
|
|
SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include
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|
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t//
|
|
Node: Multiply\n\t\t\t\t\tvoid Unity_Multiply_float(float2 A, float2 B, out
|
|
float2 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t//
|
|
Node: Add\n\t\t\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2 Out)\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// Node: Subtract\n\t\t\t\t\tvoid
|
|
Unity_Subtract_float(float A, float B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
Out = A - B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// Node: One Minus\n\t\t\t\t\tvoid
|
|
Unity_OneMinus_float(float In, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out
|
|
= 1 - In;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_a66069377f5fbd14299d27568a74a093\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Output_a66069377f5fbd14299d27568a74a093\n\t\t\t\t\t{\n\t\t\t\t\t
|
|
float3 Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_a66069377f5fbd14299d27568a74a093
|
|
SG_Evaluate_a66069377f5fbd14299d27568a74a093(\n\t\t\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
IN,\n\t\t\t\t\t /* Property: Albedo */ TEXTURE2D_PARAM(Albedo, samplerAlbedo),
|
|
float4 Albedo_TexelSize,\n\t\t\t\t\t /* Property: AlphaThreshold */ float
|
|
AlphaThreshold,\n\t\t\t\t\t /* Property: UVScale */ float2 UVScale,\n\t\t\t\t\t
|
|
/* Property: UVOffset */ float2 UVOffset,\n\t\t\t\t\t /* Property: Normal
|
|
*/ float3 Normal)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: UV\n\t\t\t\t\t float4
|
|
_UV_11B0C4A8_Out_0 = IN.uv0;\n\t\t\t\t\t\n\t\t\t\t\t // Node: Property\n\t\t\t\t\t
|
|
float2 _Property_8E053327_Out_0 = UVScale;\n\t\t\t\t\t\n\t\t\t\t\t // Node:
|
|
Multiply\n\t\t\t\t\t float2 _Multiply_86CA459_Out_2;\n\t\t\t\t\t Unity_Multiply_float((_UV_11B0C4A8_Out_0.xy),
|
|
_Property_8E053327_Out_0, _Multiply_86CA459_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Property\n\t\t\t\t\t float2 _Property_2CCCABBA_Out_0 = UVOffset;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Add\n\t\t\t\t\t float2 _Add_155AF9C5_Out_2;\n\t\t\t\t\t Unity_Add_float2(_Multiply_86CA459_Out_2,
|
|
_Property_2CCCABBA_Out_0, _Add_155AF9C5_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Sample Texture 2D\n\t\t\t\t\t float4 _SampleTexture2D_398FEE72_RGBA_0
|
|
= SAMPLE_TEXTURE2D(Albedo, samplerAlbedo, _Add_155AF9C5_Out_2);\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_R_4 = _SampleTexture2D_398FEE72_RGBA_0.r;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_G_5 = _SampleTexture2D_398FEE72_RGBA_0.g;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_B_6 = _SampleTexture2D_398FEE72_RGBA_0.b;\n\t\t\t\t\t
|
|
float _SampleTexture2D_398FEE72_A_7 = _SampleTexture2D_398FEE72_RGBA_0.a;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Property\n\t\t\t\t\t float _Property_11945F4_Out_0 = AlphaThreshold;\n\t\t\t\t\t\n\t\t\t\t\t
|
|
// Node: Subtract\n\t\t\t\t\t float _Subtract_BD8530A_Out_2;\n\t\t\t\t\t
|
|
Unity_Subtract_float(_SampleTexture2D_398FEE72_A_7, _Property_11945F4_Out_0,
|
|
_Subtract_BD8530A_Out_2);\n\t\t\t\t\t\n\t\t\t\t\t // Node: Property\n\t\t\t\t\t
|
|
float3 _Property_493E4743_Out_0 = Normal;\n\t\t\t\t\t\n\t\t\t\t\t // Node:
|
|
One Minus\n\t\t\t\t\t float _OneMinus_DDD105CA_Out_1;\n\t\t\t\t\t Unity_OneMinus_float(_Subtract_BD8530A_Out_2,
|
|
_OneMinus_DDD105CA_Out_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual Effect Master\n\t\t\t\t\t
|
|
SG_Output_a66069377f5fbd14299d27568a74a093 OUT;\n\t\t\t\t\t OUT.Normal_8
|
|
= _Property_493E4743_Out_0;\n\t\t\t\t\t OUT.Alpha_4 = 1;\n\t\t\t\t\t
|
|
OUT.AlphaThreshold_7 = _OneMinus_DDD105CA_Out_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
|
|
_PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
|
|
frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace
|
|
: SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for
|
|
alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t,
|
|
out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t//
|
|
When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out
|
|
float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t//
|
|
We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t,
|
|
out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif
|
|
defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\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\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\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\t\t\tfloat3
|
|
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst
|
|
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3
|
|
bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),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#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_SHADERGRAPH\n\t\t\t\t\t float AshEdge = i.AshEdge;float FireEdge
|
|
= i.FireEdge;float4 FireColor = i.FireColor;float AlphaThreshold = i.AlphaThreshold;float2
|
|
UVScale = i.UVScale;float2 UVOffset = i.UVOffset;float3 Normal = i.Normal;\n\t\t\t\t\t
|
|
//Call Shader Graph\n\t\t\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
INSG = (SG_Input_a66069377f5fbd14299d27568a74a093)0;\n\t\t\t\t\t INSG.uv0.xy
|
|
= i.uv;\n\t\t\t\t\t \n\t\t\t\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUTSG = SG_Evaluate_a66069377f5fbd14299d27568a74a093(INSG,Albedo, samplerAlbedo,
|
|
Albedo_TexelSize, AlphaThreshold, UVScale, UVOffset, Normal);\n\t\t\t\t\t
|
|
#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t
|
|
i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t
|
|
\n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t
|
|
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t
|
|
#else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t
|
|
float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t
|
|
surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface),
|
|
i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\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\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
|
|
* 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
|
|
= encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\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\t\t\toutColor = float4(_ObjectId, _PassValue,
|
|
1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
|
|
VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\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 Stencil\n\t\t {\n\t\t
|
|
WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t
|
|
}\n\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//
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|
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
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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
|
|
VFX_OPTIONAL_INTERPOLATION float AshEdge : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float FireEdge : NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float4 FireColor
|
|
: NORMAL2;\n\t\t VFX_OPTIONAL_INTERPOLATION float AlphaThreshold : NORMAL3;\n\t\t
|
|
VFX_OPTIONAL_INTERPOLATION float2 UVScale : NORMAL4;\n\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float2 UVOffset : NORMAL5;\n\t\t VFX_OPTIONAL_INTERPOLATION float3 Normal
|
|
: NORMAL6;\n\t\t \n\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
|
|
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_6F8995BE(inout float scaleY, float age, float lifetime,
|
|
float4 Scale) /*attribute:scale Composition:Add AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Scale, t);\n\t\t\t scaleY += value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_4C628008(inout
|
|
float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
|
|
/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
angleX = lerp(angleX,Angle.x,Blend);\n\t\t\t angleY = lerp(angleY,Angle.y,Blend);\n\t\t\t
|
|
angleZ = lerp(angleZ,Angle.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\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.PageFlip = (attributeBuffer.Load((index
|
|
* 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x2 + 0x3201) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\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.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_bf = (float)attributes.PageFlip;\n\t\t\t\t SetAttribute_D5151644(
|
|
/*inout */attributes.scaleX, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bf = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
|
|
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float
|
|
tmp_bi = FixedRand(tmp_bh);\n\t\t\t\t float tmp_bk = tmp_bi * (float)2;\n\t\t\t\t
|
|
float tmp_bl = (float)-1 + tmp_bk;\n\t\t\t\t uint tmp_bm = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t\t
|
|
float tmp_bo = tmp_bn * (float)2;\n\t\t\t\t float tmp_bp = (float)-1 + tmp_bo;\n\t\t\t\t
|
|
uint tmp_bq = attributes.particleId ^ asuint(uniform_c);\n\t\t\t\t float
|
|
tmp_br = FixedRand(tmp_bq);\n\t\t\t\t float tmp_bs = tmp_br * (float)2;\n\t\t\t\t
|
|
float tmp_bt = (float)-1 + tmp_bs;\n\t\t\t\t float3 tmp_bu = float3(tmp_bl,
|
|
tmp_bp, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(35, 35, 35);\n\t\t\t\t
|
|
float3 tmp_bx = tmp_bf + tmp_bw;\n\t\t\t\t float tmp_by = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t\t float tmp_ca = tmp_bi * (float)0.100000001;\n\t\t\t\t
|
|
float tmp_cb = tmp_by + tmp_ca;\n\t\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t\t
|
|
float tmp_cd = SampleCurve(uniform_d,tmp_cc);\n\t\t\t\t float tmp_cf = max(tmp_cd,
|
|
(float)0);\n\t\t\t\t float tmp_ch = min(tmp_cf, (float)1);\n\t\t\t\t
|
|
SetAttribute_4C628008( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bx, tmp_ch);\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\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\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 float AshEdge__ = (float)0;{\n\t\t\t \n\t\t\t AshEdge__
|
|
= (float)4;\n\t\t\t }\n\t\t\t o.AshEdge = AshEdge__;float FireEdge__
|
|
= (float)0;{\n\t\t\t \n\t\t\t FireEdge__ = (float)50;\n\t\t\t
|
|
}\n\t\t\t o.FireEdge = FireEdge__;float4 FireColor__ = (float4)0;{\n\t\t\t
|
|
\n\t\t\t FireColor__ = float4(100, 15, 0, 1);\n\t\t\t }\n\t\t\t
|
|
o.FireColor = FireColor__;float AlphaThreshold__ = (float)0;{\n\t\t\t
|
|
AlphaThreshold__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.AlphaThreshold
|
|
= AlphaThreshold__;float2 UVScale__ = (float2)0;{\n\t\t\t \n\t\t\t
|
|
UVScale__ = float2(1, 1);\n\t\t\t }\n\t\t\t o.UVScale = UVScale__;float2
|
|
UVOffset__ = (float2)0;{\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)10;\n\t\t\t uint tmp_bk = (uint)tmp_bj;\n\t\t\t
|
|
uint tmp_bl = tmp_bk ^ asuint(uniform_e);\n\t\t\t uint tmp_bm = attributes.particleId
|
|
^ tmp_bl;\n\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t float
|
|
tmp_bp = tmp_bn * (float)3;\n\t\t\t bool tmp_bq = (float)1 >= tmp_bp;\n\t\t\t
|
|
bool tmp_bt = (float)2 >= tmp_bp;\n\t\t\t float tmp_bw = tmp_bt ? (float)0.333000004
|
|
: (float)0.666000009;\n\t\t\t float tmp_bx = tmp_bq ? (float)0 : tmp_bw;\n\t\t\t
|
|
uint tmp_by = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float
|
|
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_ca = tmp_bz * (float)10;\n\t\t\t
|
|
uint tmp_cb = (uint)tmp_ca;\n\t\t\t uint tmp_cc = tmp_cb ^ asuint(uniform_e);\n\t\t\t
|
|
uint tmp_cd = attributes.particleId ^ tmp_cc;\n\t\t\t float tmp_ce =
|
|
FixedRand(tmp_cd);\n\t\t\t float tmp_cf = tmp_ce * (float)2;\n\t\t\t
|
|
bool tmp_cg = (float)1 >= tmp_cf;\n\t\t\t float tmp_ci = tmp_cg ? (float)0
|
|
: (float)0.5;\n\t\t\t float2 tmp_cj = float2(tmp_bx, tmp_ci);\n\t\t\t
|
|
\n\t\t\t UVOffset__ = tmp_cj;\n\t\t\t }\n\t\t\t o.UVOffset = UVOffset__;float3
|
|
Normal__ = (float3)0;{\n\t\t\t float tmp_bg = (float)attributes.PageFlip;\n\t\t\t
|
|
float3 tmp_bh = float3((float)0, (float)0, tmp_bg);\n\t\t\t \n\t\t\t
|
|
Normal__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Normal = Normal__;\n\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\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef
|
|
SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t//
|
|
Node: Multiply\n\t\t\tvoid Unity_Multiply_float(float2 A, float2 B, out float2
|
|
Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Add\n\t\t\tvoid
|
|
Unity_Add_float2(float2 A, float2 B, out float2 Out)\n\t\t\t{\n\t\t\t Out
|
|
= A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Subtract\n\t\t\tvoid Unity_Subtract_float(float
|
|
A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
|
|
Node: Multiply\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float
|
|
Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate\n\t\t\tvoid
|
|
Unity_Saturate_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t//
|
|
Node: Lerp\n\t\t\tvoid Unity_Lerp_float4(float4 A, float4 B, float4 T, out
|
|
float4 Out)\n\t\t\t{\n\t\t\t Out = lerp(A, B, T);\n\t\t\t}\n\t\t\t\n\t\t\t//
|
|
Node: One Minus\n\t\t\tvoid Unity_OneMinus_float(float In, out float Out)\n\t\t\t{\n\t\t\t
|
|
Out = 1 - In;\n\t\t\t}\n\t\t\t\n\t\t\t// Property: AshColor\n\t\t\tfloat4 AshColor;\n\t\t\t\n\t\t\tstruct
|
|
SG_Input_a66069377f5fbd14299d27568a74a093\n\t\t\t{\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct
|
|
SG_Output_a66069377f5fbd14299d27568a74a093\n\t\t\t{\n\t\t\t float3 BaseColor_1;\n\t\t\t
|
|
float Metallic_2;\n\t\t\t float Smoothness_3;\n\t\t\t float3 Normal_8;\n\t\t\t
|
|
float3 Emissive_5;\n\t\t\t float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_a66069377f5fbd14299d27568a74a093
|
|
SG_Evaluate_a66069377f5fbd14299d27568a74a093(\n\t\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
IN,\n\t\t\t /* Property: AshEdge */ float AshEdge,\n\t\t\t /* Property:
|
|
FireEdge */ float FireEdge,\n\t\t\t /* Property: Albedo */ TEXTURE2D_PARAM(Albedo,
|
|
samplerAlbedo), float4 Albedo_TexelSize,\n\t\t\t /* Property: FireColor
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*/ float4 FireColor,\n\t\t\t /* Property: AlphaThreshold */ float AlphaThreshold,\n\t\t\t
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/* Property: UVScale */ float2 UVScale,\n\t\t\t /* Property: UVOffset */
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float2 UVOffset,\n\t\t\t /* Property: Normal */ float3 Normal)\n\t\t\t{\n\t\t\t
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// Node: Property\n\t\t\t float4 _Property_61BF4207_Out_0 = AshColor;\n\t\t\t\n\t\t\t
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// Node: UV\n\t\t\t float4 _UV_11B0C4A8_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t
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// Node: Property\n\t\t\t float2 _Property_8E053327_Out_0 = UVScale;\n\t\t\t\n\t\t\t
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// Node: Multiply\n\t\t\t float2 _Multiply_86CA459_Out_2;\n\t\t\t Unity_Multiply_float((_UV_11B0C4A8_Out_0.xy),
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_Property_8E053327_Out_0, _Multiply_86CA459_Out_2);\n\t\t\t\n\t\t\t // Node:
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Property\n\t\t\t float2 _Property_2CCCABBA_Out_0 = UVOffset;\n\t\t\t\n\t\t\t
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// Node: Add\n\t\t\t float2 _Add_155AF9C5_Out_2;\n\t\t\t Unity_Add_float2(_Multiply_86CA459_Out_2,
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_Property_2CCCABBA_Out_0, _Add_155AF9C5_Out_2);\n\t\t\t\n\t\t\t // Node:
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Sample Texture 2D\n\t\t\t float4 _SampleTexture2D_398FEE72_RGBA_0 = SAMPLE_TEXTURE2D(Albedo,
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samplerAlbedo, _Add_155AF9C5_Out_2);\n\t\t\t float _SampleTexture2D_398FEE72_R_4
|
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= _SampleTexture2D_398FEE72_RGBA_0.r;\n\t\t\t float _SampleTexture2D_398FEE72_G_5
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= _SampleTexture2D_398FEE72_RGBA_0.g;\n\t\t\t float _SampleTexture2D_398FEE72_B_6
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= _SampleTexture2D_398FEE72_RGBA_0.b;\n\t\t\t float _SampleTexture2D_398FEE72_A_7
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= _SampleTexture2D_398FEE72_RGBA_0.a;\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t
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float _Property_11945F4_Out_0 = AlphaThreshold;\n\t\t\t\n\t\t\t // Node:
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Subtract\n\t\t\t float _Subtract_BD8530A_Out_2;\n\t\t\t Unity_Subtract_float(_SampleTexture2D_398FEE72_A_7,
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_Property_11945F4_Out_0, _Subtract_BD8530A_Out_2);\n\t\t\t\n\t\t\t // Node:
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Property\n\t\t\t float _Property_88E9B2B3_Out_0 = AshEdge;\n\t\t\t\n\t\t\t
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// Node: Multiply\n\t\t\t float _Multiply_40FA84F5_Out_2;\n\t\t\t Unity_Multiply_float(_Subtract_BD8530A_Out_2,
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_Property_88E9B2B3_Out_0, _Multiply_40FA84F5_Out_2);\n\t\t\t\n\t\t\t //
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Node: Saturate\n\t\t\t float _Saturate_BBAF8025_Out_1;\n\t\t\t Unity_Saturate_float(_Multiply_40FA84F5_Out_2,
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|
_Saturate_BBAF8025_Out_1);\n\t\t\t\n\t\t\t // Node: Lerp\n\t\t\t float4
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|
_Lerp_A7313E50_Out_3;\n\t\t\t Unity_Lerp_float4(_Property_61BF4207_Out_0,
|
|
_SampleTexture2D_398FEE72_RGBA_0, (_Saturate_BBAF8025_Out_1.xxxx), _Lerp_A7313E50_Out_3);\n\t\t\t\n\t\t\t
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// Node: Property\n\t\t\t float3 _Property_493E4743_Out_0 = Normal;\n\t\t\t\n\t\t\t
|
|
// Node: Property\n\t\t\t float4 _Property_E7249B8A_Out_0 = FireColor;\n\t\t\t\n\t\t\t
|
|
// Node: Property\n\t\t\t float _Property_C12A570C_Out_0 = FireEdge;\n\t\t\t\n\t\t\t
|
|
// Node: Multiply\n\t\t\t float _Multiply_499C31F1_Out_2;\n\t\t\t Unity_Multiply_float(_Subtract_BD8530A_Out_2,
|
|
_Property_C12A570C_Out_0, _Multiply_499C31F1_Out_2);\n\t\t\t\n\t\t\t //
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|
Node: Saturate\n\t\t\t float _Saturate_DDBB1023_Out_1;\n\t\t\t Unity_Saturate_float(_Multiply_499C31F1_Out_2,
|
|
_Saturate_DDBB1023_Out_1);\n\t\t\t\n\t\t\t // Node: Lerp\n\t\t\t float4
|
|
_Lerp_97A7179E_Out_3;\n\t\t\t Unity_Lerp_float4(_Property_E7249B8A_Out_0,
|
|
float4(0, 0, 0, 0), (_Saturate_DDBB1023_Out_1.xxxx), _Lerp_97A7179E_Out_3);\n\t\t\t\n\t\t\t
|
|
// Node: One Minus\n\t\t\t float _OneMinus_DDD105CA_Out_1;\n\t\t\t Unity_OneMinus_float(_Subtract_BD8530A_Out_2,
|
|
_OneMinus_DDD105CA_Out_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t
|
|
SG_Output_a66069377f5fbd14299d27568a74a093 OUT;\n\t\t\t OUT.BaseColor_1
|
|
= (_Lerp_A7313E50_Out_3.xyz);\n\t\t\t OUT.Metallic_2 = 0;\n\t\t\t OUT.Smoothness_3
|
|
= 0.3;\n\t\t\t OUT.Normal_8 = _Property_493E4743_Out_0;\n\t\t\t OUT.Emissive_5
|
|
= (_Lerp_97A7179E_Out_3.xyz);\n\t\t\t OUT.Alpha_4 = 1;\n\t\t\t OUT.AlphaThreshold_7
|
|
= _OneMinus_DDD105CA_Out_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\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 float AshEdge = i.AshEdge;float
|
|
FireEdge = i.FireEdge;float4 FireColor = i.FireColor;float AlphaThreshold =
|
|
i.AlphaThreshold;float2 UVScale = i.UVScale;float2 UVOffset = i.UVOffset;float3
|
|
Normal = i.Normal;\n\t\t //Call Shader Graph\n\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
INSG = (SG_Input_a66069377f5fbd14299d27568a74a093)0;\n\t\t INSG.uv0.xy
|
|
= i.uv;\n\t\t \n\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUTSG = SG_Evaluate_a66069377f5fbd14299d27568a74a093(INSG,AshEdge, FireEdge,
|
|
Albedo, samplerAlbedo, Albedo_TexelSize, FireColor, AlphaThreshold, UVScale,
|
|
UVOffset, Normal);\n\t\t #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD)
|
|
&& defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t i.VFX_VARYING_ALPHATHRESHOLD
|
|
= OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t \n\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.Alpha_4;\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.Smoothness_3;\n\t\t #endif\n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
|
|
OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
|
|
surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t
|
|
\n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3
|
|
n = OUTSG.Normal_8;\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.Emissive_5;\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 VFX_OPTIONAL_INTERPOLATION
|
|
float AshEdge : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION float FireEdge
|
|
: NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float4 FireColor : NORMAL2;\n\t\t
|
|
VFX_OPTIONAL_INTERPOLATION float AlphaThreshold : NORMAL3;\n\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float2 UVScale : NORMAL4;\n\t\t VFX_OPTIONAL_INTERPOLATION float2 UVOffset
|
|
: NORMAL5;\n\t\t VFX_OPTIONAL_INTERPOLATION float3 Normal : NORMAL6;\n\t\t
|
|
\n\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
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\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
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SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
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Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
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AttributeFromCurve_6F8995BE(inout float scaleY, float age, float lifetime,
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float4 Scale) /*attribute:scale Composition:Add AlphaComposition:Overwrite
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SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
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float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
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SampleCurve(Scale, t);\n\t\t\t scaleY += value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_4C628008(inout
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float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
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/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
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angleX = lerp(angleX,Angle.x,Blend);\n\t\t\t angleY = lerp(angleY,Angle.y,Blend);\n\t\t\t
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angleZ = lerp(angleZ,Angle.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
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vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
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#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
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#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
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#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
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#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
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#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
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|
|| 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
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|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
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|
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
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index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
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= 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
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(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
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// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
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attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
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|
= (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.PageFlip = (attributeBuffer.Load((index
|
|
* 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x2 + 0x3201) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\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.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_bf = (float)attributes.PageFlip;\n\t\t\t\t SetAttribute_D5151644(
|
|
/*inout */attributes.scaleX, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bf = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
|
|
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float
|
|
tmp_bi = FixedRand(tmp_bh);\n\t\t\t\t float tmp_bk = tmp_bi * (float)2;\n\t\t\t\t
|
|
float tmp_bl = (float)-1 + tmp_bk;\n\t\t\t\t uint tmp_bm = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t\t
|
|
float tmp_bo = tmp_bn * (float)2;\n\t\t\t\t float tmp_bp = (float)-1 + tmp_bo;\n\t\t\t\t
|
|
uint tmp_bq = attributes.particleId ^ asuint(uniform_c);\n\t\t\t\t float
|
|
tmp_br = FixedRand(tmp_bq);\n\t\t\t\t float tmp_bs = tmp_br * (float)2;\n\t\t\t\t
|
|
float tmp_bt = (float)-1 + tmp_bs;\n\t\t\t\t float3 tmp_bu = float3(tmp_bl,
|
|
tmp_bp, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(35, 35, 35);\n\t\t\t\t
|
|
float3 tmp_bx = tmp_bf + tmp_bw;\n\t\t\t\t float tmp_by = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t\t float tmp_ca = tmp_bi * (float)0.100000001;\n\t\t\t\t
|
|
float tmp_cb = tmp_by + tmp_ca;\n\t\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t\t
|
|
float tmp_cd = SampleCurve(uniform_d,tmp_cc);\n\t\t\t\t float tmp_cf = max(tmp_cd,
|
|
(float)0);\n\t\t\t\t float tmp_ch = min(tmp_cf, (float)1);\n\t\t\t\t
|
|
SetAttribute_4C628008( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bx, tmp_ch);\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
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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\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
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= 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
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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
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|
= 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
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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
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|
= 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
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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
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|
= 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
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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
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|
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
|
|
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
|
|
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
|
|
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
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\n\t\t\t float AshEdge__ = (float)0;{\n\t\t\t \n\t\t\t AshEdge__
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= (float)4;\n\t\t\t }\n\t\t\t o.AshEdge = AshEdge__;float FireEdge__
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= (float)0;{\n\t\t\t \n\t\t\t FireEdge__ = (float)50;\n\t\t\t
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|
}\n\t\t\t o.FireEdge = FireEdge__;float4 FireColor__ = (float4)0;{\n\t\t\t
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\n\t\t\t FireColor__ = float4(100, 15, 0, 1);\n\t\t\t }\n\t\t\t
|
|
o.FireColor = FireColor__;float AlphaThreshold__ = (float)0;{\n\t\t\t
|
|
AlphaThreshold__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.AlphaThreshold
|
|
= AlphaThreshold__;float2 UVScale__ = (float2)0;{\n\t\t\t \n\t\t\t
|
|
UVScale__ = float2(1, 1);\n\t\t\t }\n\t\t\t o.UVScale = UVScale__;float2
|
|
UVOffset__ = (float2)0;{\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)10;\n\t\t\t uint tmp_bk = (uint)tmp_bj;\n\t\t\t
|
|
uint tmp_bl = tmp_bk ^ asuint(uniform_e);\n\t\t\t uint tmp_bm = attributes.particleId
|
|
^ tmp_bl;\n\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t float
|
|
tmp_bp = tmp_bn * (float)3;\n\t\t\t bool tmp_bq = (float)1 >= tmp_bp;\n\t\t\t
|
|
bool tmp_bt = (float)2 >= tmp_bp;\n\t\t\t float tmp_bw = tmp_bt ? (float)0.333000004
|
|
: (float)0.666000009;\n\t\t\t float tmp_bx = tmp_bq ? (float)0 : tmp_bw;\n\t\t\t
|
|
uint tmp_by = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float
|
|
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_ca = tmp_bz * (float)10;\n\t\t\t
|
|
uint tmp_cb = (uint)tmp_ca;\n\t\t\t uint tmp_cc = tmp_cb ^ asuint(uniform_e);\n\t\t\t
|
|
uint tmp_cd = attributes.particleId ^ tmp_cc;\n\t\t\t float tmp_ce =
|
|
FixedRand(tmp_cd);\n\t\t\t float tmp_cf = tmp_ce * (float)2;\n\t\t\t
|
|
bool tmp_cg = (float)1 >= tmp_cf;\n\t\t\t float tmp_ci = tmp_cg ? (float)0
|
|
: (float)0.5;\n\t\t\t float2 tmp_cj = float2(tmp_bx, tmp_ci);\n\t\t\t
|
|
\n\t\t\t UVOffset__ = tmp_cj;\n\t\t\t }\n\t\t\t o.UVOffset = UVOffset__;float3
|
|
Normal__ = (float3)0;{\n\t\t\t float tmp_bg = (float)attributes.PageFlip;\n\t\t\t
|
|
float3 tmp_bh = float3((float)0, (float)0, tmp_bg);\n\t\t\t \n\t\t\t
|
|
Normal__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Normal = Normal__;\n\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 \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t
|
|
\t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at
|
|
this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t
|
|
\t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t
|
|
// Node: Multiply\n\t\t void Unity_Multiply_float(float2 A, float2 B, out
|
|
float2 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t
|
|
// Node: Add\n\t\t void Unity_Add_float2(float2 A, float2 B, out float2
|
|
Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t //
|
|
Node: Subtract\n\t\t void Unity_Subtract_float(float A, float B, out float
|
|
Out)\n\t\t {\n\t\t Out = A - B;\n\t\t }\n\t\t \n\t\t //
|
|
Node: Multiply\n\t\t void Unity_Multiply_float(float A, float B, out float
|
|
Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t //
|
|
Node: Saturate\n\t\t void Unity_Saturate_float(float In, out float Out)\n\t\t
|
|
{\n\t\t Out = saturate(In);\n\t\t }\n\t\t \n\t\t // Node: Lerp\n\t\t
|
|
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)\n\t\t
|
|
{\n\t\t Out = lerp(A, B, T);\n\t\t }\n\t\t \n\t\t // Node:
|
|
One Minus\n\t\t void Unity_OneMinus_float(float In, out float Out)\n\t\t
|
|
{\n\t\t Out = 1 - In;\n\t\t }\n\t\t \n\t\t // Property: AshColor\n\t\t
|
|
float4 AshColor;\n\t\t \n\t\t struct SG_Input_a66069377f5fbd14299d27568a74a093\n\t\t
|
|
{\n\t\t half4 uv0;\n\t\t };\n\t\t \n\t\t struct SG_Output_a66069377f5fbd14299d27568a74a093\n\t\t
|
|
{\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t
|
|
float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t
|
|
float Alpha_4;\n\t\t float AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t
|
|
SG_Output_a66069377f5fbd14299d27568a74a093 SG_Evaluate_a66069377f5fbd14299d27568a74a093(\n\t\t
|
|
SG_Input_a66069377f5fbd14299d27568a74a093 IN,\n\t\t /* Property: AshEdge
|
|
*/ float AshEdge,\n\t\t /* Property: FireEdge */ float FireEdge,\n\t\t
|
|
/* Property: Albedo */ TEXTURE2D_PARAM(Albedo, samplerAlbedo), float4 Albedo_TexelSize,\n\t\t
|
|
/* Property: FireColor */ float4 FireColor,\n\t\t /* Property: AlphaThreshold
|
|
*/ float AlphaThreshold,\n\t\t /* Property: UVScale */ float2 UVScale,\n\t\t
|
|
/* Property: UVOffset */ float2 UVOffset,\n\t\t /* Property: Normal
|
|
*/ float3 Normal)\n\t\t {\n\t\t // Node: Property\n\t\t float4
|
|
_Property_61BF4207_Out_0 = AshColor;\n\t\t \n\t\t // Node: UV\n\t\t
|
|
float4 _UV_11B0C4A8_Out_0 = IN.uv0;\n\t\t \n\t\t // Node: Property\n\t\t
|
|
float2 _Property_8E053327_Out_0 = UVScale;\n\t\t \n\t\t // Node:
|
|
Multiply\n\t\t float2 _Multiply_86CA459_Out_2;\n\t\t Unity_Multiply_float((_UV_11B0C4A8_Out_0.xy),
|
|
_Property_8E053327_Out_0, _Multiply_86CA459_Out_2);\n\t\t \n\t\t
|
|
// Node: Property\n\t\t float2 _Property_2CCCABBA_Out_0 = UVOffset;\n\t\t
|
|
\n\t\t // Node: Add\n\t\t float2 _Add_155AF9C5_Out_2;\n\t\t
|
|
Unity_Add_float2(_Multiply_86CA459_Out_2, _Property_2CCCABBA_Out_0, _Add_155AF9C5_Out_2);\n\t\t
|
|
\n\t\t // Node: Sample Texture 2D\n\t\t float4 _SampleTexture2D_398FEE72_RGBA_0
|
|
= SAMPLE_TEXTURE2D(Albedo, samplerAlbedo, _Add_155AF9C5_Out_2);\n\t\t
|
|
float _SampleTexture2D_398FEE72_R_4 = _SampleTexture2D_398FEE72_RGBA_0.r;\n\t\t
|
|
float _SampleTexture2D_398FEE72_G_5 = _SampleTexture2D_398FEE72_RGBA_0.g;\n\t\t
|
|
float _SampleTexture2D_398FEE72_B_6 = _SampleTexture2D_398FEE72_RGBA_0.b;\n\t\t
|
|
float _SampleTexture2D_398FEE72_A_7 = _SampleTexture2D_398FEE72_RGBA_0.a;\n\t\t
|
|
\n\t\t // Node: Property\n\t\t float _Property_11945F4_Out_0
|
|
= AlphaThreshold;\n\t\t \n\t\t // Node: Subtract\n\t\t float
|
|
_Subtract_BD8530A_Out_2;\n\t\t Unity_Subtract_float(_SampleTexture2D_398FEE72_A_7,
|
|
_Property_11945F4_Out_0, _Subtract_BD8530A_Out_2);\n\t\t \n\t\t //
|
|
Node: Property\n\t\t float _Property_88E9B2B3_Out_0 = AshEdge;\n\t\t
|
|
\n\t\t // Node: Multiply\n\t\t float _Multiply_40FA84F5_Out_2;\n\t\t
|
|
Unity_Multiply_float(_Subtract_BD8530A_Out_2, _Property_88E9B2B3_Out_0, _Multiply_40FA84F5_Out_2);\n\t\t
|
|
\n\t\t // Node: Saturate\n\t\t float _Saturate_BBAF8025_Out_1;\n\t\t
|
|
Unity_Saturate_float(_Multiply_40FA84F5_Out_2, _Saturate_BBAF8025_Out_1);\n\t\t
|
|
\n\t\t // Node: Lerp\n\t\t float4 _Lerp_A7313E50_Out_3;\n\t\t
|
|
Unity_Lerp_float4(_Property_61BF4207_Out_0, _SampleTexture2D_398FEE72_RGBA_0,
|
|
(_Saturate_BBAF8025_Out_1.xxxx), _Lerp_A7313E50_Out_3);\n\t\t \n\t\t
|
|
// Node: Property\n\t\t float3 _Property_493E4743_Out_0 = Normal;\n\t\t
|
|
\n\t\t // Node: Property\n\t\t float4 _Property_E7249B8A_Out_0
|
|
= FireColor;\n\t\t \n\t\t // Node: Property\n\t\t float _Property_C12A570C_Out_0
|
|
= FireEdge;\n\t\t \n\t\t // Node: Multiply\n\t\t float _Multiply_499C31F1_Out_2;\n\t\t
|
|
Unity_Multiply_float(_Subtract_BD8530A_Out_2, _Property_C12A570C_Out_0, _Multiply_499C31F1_Out_2);\n\t\t
|
|
\n\t\t // Node: Saturate\n\t\t float _Saturate_DDBB1023_Out_1;\n\t\t
|
|
Unity_Saturate_float(_Multiply_499C31F1_Out_2, _Saturate_DDBB1023_Out_1);\n\t\t
|
|
\n\t\t // Node: Lerp\n\t\t float4 _Lerp_97A7179E_Out_3;\n\t\t
|
|
Unity_Lerp_float4(_Property_E7249B8A_Out_0, float4(0, 0, 0, 0), (_Saturate_DDBB1023_Out_1.xxxx),
|
|
_Lerp_97A7179E_Out_3);\n\t\t \n\t\t // Node: One Minus\n\t\t
|
|
float _OneMinus_DDD105CA_Out_1;\n\t\t Unity_OneMinus_float(_Subtract_BD8530A_Out_2,
|
|
_OneMinus_DDD105CA_Out_1);\n\t\t \n\t\t // Visual Effect Master\n\t\t
|
|
SG_Output_a66069377f5fbd14299d27568a74a093 OUT;\n\t\t OUT.BaseColor_1
|
|
= (_Lerp_A7313E50_Out_3.xyz);\n\t\t OUT.Metallic_2 = 0;\n\t\t
|
|
OUT.Smoothness_3 = 0.3;\n\t\t OUT.Normal_8 = _Property_493E4743_Out_0;\n\t\t
|
|
OUT.Emissive_5 = (_Lerp_97A7179E_Out_3.xyz);\n\t\t OUT.Alpha_4 = 1;\n\t\t
|
|
OUT.AlphaThreshold_7 = _OneMinus_DDD105CA_Out_1;\n\t\t return OUT;\n\t\t
|
|
}\n\t\t \n\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 float AshEdge = i.AshEdge;float
|
|
FireEdge = i.FireEdge;float4 FireColor = i.FireColor;float AlphaThreshold =
|
|
i.AlphaThreshold;float2 UVScale = i.UVScale;float2 UVOffset = i.UVOffset;float3
|
|
Normal = i.Normal;\n\t\t //Call Shader Graph\n\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
INSG = (SG_Input_a66069377f5fbd14299d27568a74a093)0;\n\t\t INSG.uv0.xy
|
|
= i.uv;\n\t\t \n\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUTSG = SG_Evaluate_a66069377f5fbd14299d27568a74a093(INSG,AshEdge, FireEdge,
|
|
Albedo, samplerAlbedo, Albedo_TexelSize, FireColor, AlphaThreshold, UVScale,
|
|
UVOffset, Normal);\n\t\t #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD)
|
|
&& defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t i.VFX_VARYING_ALPHATHRESHOLD
|
|
= OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t \n\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.Alpha_4;\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.Smoothness_3;\n\t\t #endif\n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
|
|
OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
|
|
surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t
|
|
\n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3
|
|
n = OUTSG.Normal_8;\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.Emissive_5;\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
|
|
VFX_OPTIONAL_INTERPOLATION float AshEdge : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float FireEdge : NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float4 FireColor
|
|
: NORMAL2;\n\t\t VFX_OPTIONAL_INTERPOLATION float AlphaThreshold : NORMAL3;\n\t\t
|
|
VFX_OPTIONAL_INTERPOLATION float2 UVScale : NORMAL4;\n\t\t VFX_OPTIONAL_INTERPOLATION
|
|
float2 UVOffset : NORMAL5;\n\t\t VFX_OPTIONAL_INTERPOLATION float3 Normal
|
|
: NORMAL6;\n\t\t \n\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
|
|
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
|
|
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_6F8995BE(inout float scaleY, float age, float lifetime,
|
|
float4 Scale) /*attribute:scale Composition:Add AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
|
|
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
|
|
SampleCurve(Scale, t);\n\t\t\t scaleY += value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_4C628008(inout
|
|
float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
|
|
/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
|
|
angleX = lerp(angleX,Angle.x,Blend);\n\t\t\t angleY = lerp(angleY,Angle.y,Blend);\n\t\t\t
|
|
angleZ = lerp(angleZ,Angle.z,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
|
|
vs_input\n\t\t\t{\n\t\t\t\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.PageFlip = (attributeBuffer.Load((index
|
|
* 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x2 + 0x3201) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
|
|
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\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.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.angleY
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1401) << 2));\n\t\t\t\t\t\tattributes.angleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x1402) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2F80) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3200) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
|
|
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= (float)1;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float tmp_bf = (float)attributes.PageFlip;\n\t\t\t\t SetAttribute_D5151644(
|
|
/*inout */attributes.scaleX, tmp_bf);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_bf = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
|
|
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float
|
|
tmp_bi = FixedRand(tmp_bh);\n\t\t\t\t float tmp_bk = tmp_bi * (float)2;\n\t\t\t\t
|
|
float tmp_bl = (float)-1 + tmp_bk;\n\t\t\t\t uint tmp_bm = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t\t
|
|
float tmp_bo = tmp_bn * (float)2;\n\t\t\t\t float tmp_bp = (float)-1 + tmp_bo;\n\t\t\t\t
|
|
uint tmp_bq = attributes.particleId ^ asuint(uniform_c);\n\t\t\t\t float
|
|
tmp_br = FixedRand(tmp_bq);\n\t\t\t\t float tmp_bs = tmp_br * (float)2;\n\t\t\t\t
|
|
float tmp_bt = (float)-1 + tmp_bs;\n\t\t\t\t float3 tmp_bu = float3(tmp_bl,
|
|
tmp_bp, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(35, 35, 35);\n\t\t\t\t
|
|
float3 tmp_bx = tmp_bf + tmp_bw;\n\t\t\t\t float tmp_by = attributes.age
|
|
/ attributes.lifetime;\n\t\t\t\t float tmp_ca = tmp_bi * (float)0.100000001;\n\t\t\t\t
|
|
float tmp_cb = tmp_by + tmp_ca;\n\t\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t\t
|
|
float tmp_cd = SampleCurve(uniform_d,tmp_cc);\n\t\t\t\t float tmp_cf = max(tmp_cd,
|
|
(float)0);\n\t\t\t\t float tmp_ch = min(tmp_cf, (float)1);\n\t\t\t\t
|
|
SetAttribute_4C628008( /*inout */attributes.angleX, /*inout */attributes.angleY,
|
|
/*inout */attributes.angleZ, tmp_bx, tmp_ch);\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 float AshEdge__ = (float)0;{\n\t\t\t \n\t\t\t AshEdge__
|
|
= (float)4;\n\t\t\t }\n\t\t\t o.AshEdge = AshEdge__;float FireEdge__
|
|
= (float)0;{\n\t\t\t \n\t\t\t FireEdge__ = (float)50;\n\t\t\t
|
|
}\n\t\t\t o.FireEdge = FireEdge__;float4 FireColor__ = (float4)0;{\n\t\t\t
|
|
\n\t\t\t FireColor__ = float4(100, 15, 0, 1);\n\t\t\t }\n\t\t\t
|
|
o.FireColor = FireColor__;float AlphaThreshold__ = (float)0;{\n\t\t\t
|
|
AlphaThreshold__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.AlphaThreshold
|
|
= AlphaThreshold__;float2 UVScale__ = (float2)0;{\n\t\t\t \n\t\t\t
|
|
UVScale__ = float2(1, 1);\n\t\t\t }\n\t\t\t o.UVScale = UVScale__;float2
|
|
UVOffset__ = (float2)0;{\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)10;\n\t\t\t uint tmp_bk = (uint)tmp_bj;\n\t\t\t
|
|
uint tmp_bl = tmp_bk ^ asuint(uniform_e);\n\t\t\t uint tmp_bm = attributes.particleId
|
|
^ tmp_bl;\n\t\t\t float tmp_bn = FixedRand(tmp_bm);\n\t\t\t float
|
|
tmp_bp = tmp_bn * (float)3;\n\t\t\t bool tmp_bq = (float)1 >= tmp_bp;\n\t\t\t
|
|
bool tmp_bt = (float)2 >= tmp_bp;\n\t\t\t float tmp_bw = tmp_bt ? (float)0.333000004
|
|
: (float)0.666000009;\n\t\t\t float tmp_bx = tmp_bq ? (float)0 : tmp_bw;\n\t\t\t
|
|
uint tmp_by = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float
|
|
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_ca = tmp_bz * (float)10;\n\t\t\t
|
|
uint tmp_cb = (uint)tmp_ca;\n\t\t\t uint tmp_cc = tmp_cb ^ asuint(uniform_e);\n\t\t\t
|
|
uint tmp_cd = attributes.particleId ^ tmp_cc;\n\t\t\t float tmp_ce =
|
|
FixedRand(tmp_cd);\n\t\t\t float tmp_cf = tmp_ce * (float)2;\n\t\t\t
|
|
bool tmp_cg = (float)1 >= tmp_cf;\n\t\t\t float tmp_ci = tmp_cg ? (float)0
|
|
: (float)0.5;\n\t\t\t float2 tmp_cj = float2(tmp_bx, tmp_ci);\n\t\t\t
|
|
\n\t\t\t UVOffset__ = tmp_cj;\n\t\t\t }\n\t\t\t o.UVOffset = UVOffset__;float3
|
|
Normal__ = (float3)0;{\n\t\t\t float tmp_bg = (float)attributes.PageFlip;\n\t\t\t
|
|
float3 tmp_bh = float3((float)0, (float)0, tmp_bg);\n\t\t\t \n\t\t\t
|
|
Normal__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Normal = Normal__;\n\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 \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t
|
|
\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t
|
|
\t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at
|
|
this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t
|
|
\t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t
|
|
// Node: Multiply\n\t\t void Unity_Multiply_float(float2 A, float2 B, out
|
|
float2 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t
|
|
// Node: Add\n\t\t void Unity_Add_float2(float2 A, float2 B, out float2
|
|
Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t //
|
|
Node: Subtract\n\t\t void Unity_Subtract_float(float A, float B, out float
|
|
Out)\n\t\t {\n\t\t Out = A - B;\n\t\t }\n\t\t \n\t\t //
|
|
Node: One Minus\n\t\t void Unity_OneMinus_float(float In, out float Out)\n\t\t
|
|
{\n\t\t Out = 1 - In;\n\t\t }\n\t\t \n\t\t struct SG_Input_a66069377f5fbd14299d27568a74a093\n\t\t
|
|
{\n\t\t half4 uv0;\n\t\t };\n\t\t \n\t\t struct SG_Output_a66069377f5fbd14299d27568a74a093\n\t\t
|
|
{\n\t\t float3 Normal_8;\n\t\t float Alpha_4;\n\t\t float
|
|
AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
SG_Evaluate_a66069377f5fbd14299d27568a74a093(\n\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
IN,\n\t\t /* Property: Albedo */ TEXTURE2D_PARAM(Albedo, samplerAlbedo),
|
|
float4 Albedo_TexelSize,\n\t\t /* Property: AlphaThreshold */ float
|
|
AlphaThreshold,\n\t\t /* Property: UVScale */ float2 UVScale,\n\t\t
|
|
/* Property: UVOffset */ float2 UVOffset,\n\t\t /* Property: Normal
|
|
*/ float3 Normal)\n\t\t {\n\t\t // Node: UV\n\t\t float4 _UV_11B0C4A8_Out_0
|
|
= IN.uv0;\n\t\t \n\t\t // Node: Property\n\t\t float2 _Property_8E053327_Out_0
|
|
= UVScale;\n\t\t \n\t\t // Node: Multiply\n\t\t float2 _Multiply_86CA459_Out_2;\n\t\t
|
|
Unity_Multiply_float((_UV_11B0C4A8_Out_0.xy), _Property_8E053327_Out_0, _Multiply_86CA459_Out_2);\n\t\t
|
|
\n\t\t // Node: Property\n\t\t float2 _Property_2CCCABBA_Out_0
|
|
= UVOffset;\n\t\t \n\t\t // Node: Add\n\t\t float2 _Add_155AF9C5_Out_2;\n\t\t
|
|
Unity_Add_float2(_Multiply_86CA459_Out_2, _Property_2CCCABBA_Out_0, _Add_155AF9C5_Out_2);\n\t\t
|
|
\n\t\t // Node: Sample Texture 2D\n\t\t float4 _SampleTexture2D_398FEE72_RGBA_0
|
|
= SAMPLE_TEXTURE2D(Albedo, samplerAlbedo, _Add_155AF9C5_Out_2);\n\t\t
|
|
float _SampleTexture2D_398FEE72_R_4 = _SampleTexture2D_398FEE72_RGBA_0.r;\n\t\t
|
|
float _SampleTexture2D_398FEE72_G_5 = _SampleTexture2D_398FEE72_RGBA_0.g;\n\t\t
|
|
float _SampleTexture2D_398FEE72_B_6 = _SampleTexture2D_398FEE72_RGBA_0.b;\n\t\t
|
|
float _SampleTexture2D_398FEE72_A_7 = _SampleTexture2D_398FEE72_RGBA_0.a;\n\t\t
|
|
\n\t\t // Node: Property\n\t\t float _Property_11945F4_Out_0
|
|
= AlphaThreshold;\n\t\t \n\t\t // Node: Subtract\n\t\t float
|
|
_Subtract_BD8530A_Out_2;\n\t\t Unity_Subtract_float(_SampleTexture2D_398FEE72_A_7,
|
|
_Property_11945F4_Out_0, _Subtract_BD8530A_Out_2);\n\t\t \n\t\t //
|
|
Node: Property\n\t\t float3 _Property_493E4743_Out_0 = Normal;\n\t\t
|
|
\n\t\t // Node: One Minus\n\t\t float _OneMinus_DDD105CA_Out_1;\n\t\t
|
|
Unity_OneMinus_float(_Subtract_BD8530A_Out_2, _OneMinus_DDD105CA_Out_1);\n\t\t
|
|
\n\t\t // Visual Effect Master\n\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUT;\n\t\t OUT.Normal_8 = _Property_493E4743_Out_0;\n\t\t OUT.Alpha_4
|
|
= 1;\n\t\t OUT.AlphaThreshold_7 = _OneMinus_DDD105CA_Out_1;\n\t\t
|
|
return OUT;\n\t\t }\n\t\t \n\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 float AshEdge = i.AshEdge;float FireEdge
|
|
= i.FireEdge;float4 FireColor = i.FireColor;float AlphaThreshold = i.AlphaThreshold;float2
|
|
UVScale = i.UVScale;float2 UVOffset = i.UVOffset;float3 Normal = i.Normal;\n\t\t
|
|
//Call Shader Graph\n\t\t SG_Input_a66069377f5fbd14299d27568a74a093
|
|
INSG = (SG_Input_a66069377f5fbd14299d27568a74a093)0;\n\t\t INSG.uv0.xy
|
|
= i.uv;\n\t\t \n\t\t SG_Output_a66069377f5fbd14299d27568a74a093
|
|
OUTSG = SG_Evaluate_a66069377f5fbd14299d27568a74a093(INSG,Albedo, samplerAlbedo,
|
|
Albedo_TexelSize, AlphaThreshold, UVScale, UVOffset, Normal);\n\t\t
|
|
#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t
|
|
i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t
|
|
\n\n\t\t\t\n\t\t float alpha = OUTSG.Alpha_4;\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 4]Initialize Particle'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
|
|
1\n#define VFX_USE_AGE_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_SCALEX_CURRENT 1\n#define
|
|
VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_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_a;\n float uniform_b;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
|
|
Attributes\n{\n float lifetime;\n uint seed;\n float size;\n float3
|
|
velocity;\n float3 direction;\n float3 position;\n uint particleId;\n
|
|
float age;\n float alpha;\n bool alive;\n float3 axisX;\n float3
|
|
axisY;\n float3 axisZ;\n float scaleX;\n float scaleY;\n float
|
|
scaleZ;\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
|
|
SetAttribute_F01429A1(inout float lifetime, inout uint seed, float A, float
|
|
B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XZ
|
|
*/\n{\n lifetime = lerp(A,B,RAND);\n}\nvoid SetAttribute_3278B543(inout
|
|
float size, inout uint seed, float A, float B) /*attribute:size Composition:Overwrite
|
|
Source:Slot Random:Uniform channels:X */\n{\n size = lerp(A,B,RAND);\n}\nvoid
|
|
VelocityDirection_18C(inout float3 velocity, inout float3 direction, inout
|
|
uint seed, float3 Direction, float MinSpeed, float MaxSpeed, float DirectionBlend)
|
|
/*composition:Add speedMode:Random */\n{\n float speed = lerp(MinSpeed,MaxSpeed,RAND);\n
|
|
direction = VFXSafeNormalize(lerp(direction, Direction, DirectionBlend));\n
|
|
velocity += direction * speed;\n}\nvoid PositionAABox_18D(inout float3 position,
|
|
inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume
|
|
spawnMode:Random */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\r\n\r\n//
|
|
Due to a bug in HLSL compiler, disable spurious \"unitialized variable\" due
|
|
to mid function return statement\r\n#pragma warning(push)\r\n#pragma warning(disable
|
|
: 4000)\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#pragma
|
|
warning(pop)\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.lifetime = (float)1;\n attributes.seed = (uint)0;\n
|
|
attributes.size = (float)0.100000001;\n attributes.velocity = float3(0,
|
|
0, 0);\n attributes.direction = float3(0, 0, 1);\n attributes.position
|
|
= float3(0, 0, 0);\n attributes.particleId = (uint)0;\n attributes.age
|
|
= (float)0;\n attributes.alpha = (float)1;\n attributes.alive
|
|
= (bool)true;\n attributes.axisX = float3(1, 0, 0);\n attributes.axisY
|
|
= float3(0, 1, 0);\n attributes.axisZ = float3(0, 0, 1);\n attributes.scaleX
|
|
= (float)1;\n attributes.scaleY = (float)1;\n attributes.scaleZ
|
|
= (float)1;\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 SetAttribute_F01429A1(
|
|
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)2, (float)4);\n
|
|
}\n {\n SetAttribute_3278B543( /*inout */attributes.size,
|
|
/*inout */attributes.seed, (float)0.00999999978, (float)0.0299999993);\n
|
|
}\n {\n uint tmp_bb = attributes.particleId ^ asuint(uniform_a);\n
|
|
float tmp_bc = FixedRand(tmp_bb);\n float tmp_be = tmp_bc * (float)1.20000005;\n
|
|
float tmp_bf = (float)-0.600000024 + tmp_be;\n uint tmp_bh = attributes.particleId
|
|
^ asuint(uniform_b);\n float tmp_bi = FixedRand(tmp_bh);\n
|
|
float tmp_bj = tmp_bi * (float)1.20000005;\n float tmp_bk = (float)-0.600000024
|
|
+ tmp_bj;\n float3 tmp_bl = float3(tmp_bf, (float)1, tmp_bk);\n
|
|
float3 tmp_bm = tmp_bl * tmp_bl;\n float tmp_bn = tmp_bm[2];\n
|
|
float tmp_bo = tmp_bm[1];\n float tmp_bp = tmp_bn + tmp_bo;\n
|
|
float tmp_bq = tmp_bm[0];\n float tmp_br = tmp_bp + tmp_bq;\n
|
|
float tmp_bt = pow(tmp_br, (float)0.5);\n float tmp_bu = (float)1
|
|
/ tmp_bt;\n float3 tmp_bv = float3(tmp_bu, tmp_bu, tmp_bu);\n
|
|
float3 tmp_bw = tmp_bl * tmp_bv;\n VelocityDirection_18C( /*inout
|
|
*/attributes.velocity, /*inout */attributes.direction, /*inout */attributes.seed,
|
|
tmp_bw, (float)1, (float)5, (float)1);\n }\n {\n PositionAABox_18D(
|
|
/*inout */attributes.position, /*inout */attributes.seed, float3(-0.00947379041,
|
|
0.308937907, -0.00676577073), float3(1.73886478, 0.279207468, 1.5624001));\n
|
|
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
|
|
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
|
|
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
|
|
attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(attributes.lifetime));\n
|
|
attributeBuffer.Store((index * 0x1 + 0xA00) << 2,asuint(attributes.seed));\n
|
|
attributeBuffer.Store((index * 0x14 + 0x1403) << 2,asuint(attributes.size));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0xDC00) << 2,asuint(attributes.velocity));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0xDC04) << 2,asuint(attributes.position));\n
|
|
attributeBuffer.Store((index * 0x8 + 0xDC03) << 2,asuint(attributes.age));\n
|
|
attributeBuffer.Store((index * 0x14 + 0x1407) << 2,asuint(attributes.alpha));\n
|
|
attributeBuffer.Store((index * 0x8 + 0xDC07) << 2,uint(attributes.alive));\n
|
|
attributeBuffer.Store3((index * 0x14 + 0x1400) << 2,asuint(attributes.axisX));\n
|
|
attributeBuffer.Store3((index * 0x14 + 0x1404) << 2,asuint(attributes.axisY));\n
|
|
attributeBuffer.Store3((index * 0x14 + 0x1408) << 2,asuint(attributes.axisZ));\n
|
|
attributeBuffer.Store((index * 0x14 + 0x140B) << 2,asuint(attributes.scaleX));\n
|
|
attributeBuffer.Store((index * 0x14 + 0x140F) << 2,asuint(attributes.scaleY));\n
|
|
attributeBuffer.Store((index * 0x14 + 0x1410) << 2,asuint(attributes.scaleZ));\n
|
|
attributeBuffer.Store3((index * 0x14 + 0x140C) << 2,asuint(attributes.color));\n
|
|
\n\r\n }\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 4]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_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT
|
|
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
|
|
VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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_a;\n float4x4 FieldTransform_a;\n float4x4
|
|
ViewToVFX_c;\n float4x4 VFXToView_c;\n float4x4 ViewToClip_c;\n float4x4
|
|
ClipToView_c;\n float2 Camera_pixelDimensions_c;\n float deltaTime_a;\n
|
|
float Camera_nearPlane_c;\n float Camera_farPlane_c;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct
|
|
Attributes\n{\n float lifetime;\n uint seed;\n float3 velocity;\n
|
|
float3 position;\n float mass;\n float age;\n bool alive;\n};\n\nstruct
|
|
SourceAttributes\n{\n};\n\nTexture2DArray Camera_depthBuffer_c;\nSamplerState
|
|
samplerCamera_depthBuffer_c;\nfloat4 Camera_depthBuffer_c_TexelSize;\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
|
|
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
|
|
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
|
|
frequency, int octaves, float roughness, float lacunarity, 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 Drag_0(inout float3 velocity, float mass, float dragCoefficient,
|
|
float deltaTime) /*UseParticleSize:False */\n{\n velocity *= max(0.0,(1.0
|
|
- (dragCoefficient * deltaTime) / mass));\n}\nvoid CollisionDepth_1(inout float3
|
|
position, inout float3 velocity, inout float age, float lifetime, inout uint
|
|
seed, float Bounce, float Friction, float LifetimeLoss, float Roughness, float
|
|
deltaTime, float radius, float Camera_nearPlane, float Camera_farPlane, float2
|
|
Camera_pixelDimensions, VFXSampler2DArray Camera_depthBuffer, float4x4 ViewToVFX,
|
|
float4x4 VFXToView, float4x4 ViewToClip, float4x4 ClipToView) /*camera:Main
|
|
surfaceThickness:Infinite mode:Solid radiusMode:None roughSurface:True */\n{\n
|
|
\n float3 nextPos = position + velocity * deltaTime;\n float3 viewPos
|
|
= mul(VFXToView,float4(nextPos,1.0f)).xyz;\n \n float4 projPos = mul(ViewToClip,float4(viewPos,1.0f));\n
|
|
projPos.xyz /= projPos.w;\n float2 aProjPos = abs(projPos.xy);\n \n
|
|
if (aProjPos.x < 1.0f && aProjPos.y < 1.0f) // visible on screen\n {\n
|
|
float2 uv = projPos.xy * 0.5f + 0.5f;\n float depth = LoadTexture(Camera_depthBuffer,int4(uv*Camera_pixelDimensions,
|
|
0, 0)).r;\n #if UNITY_REVERSED_Z\n depth = 1.0f - depth; // reversed
|
|
z\n #endif\n \n const float n = Camera_nearPlane;\n
|
|
const float f = Camera_farPlane;\n float linearEyeDepth = n * f / (depth
|
|
* (n - f) + f);\n if (viewPos.z > linearEyeDepth - radius)\n
|
|
{\n const float2 pixelOffset = 2.0f / Camera_pixelDimensions;\n
|
|
\n float2 projPos10 = projPos.xy + float2(pixelOffset.x,0.0f);\n
|
|
float2 projPos01 = projPos.xy + float2(0.0f,pixelOffset.y);\n \n
|
|
int2 depthPos10 = clamp(int2((projPos10 * 0.5f + 0.5f) * Camera_pixelDimensions),
|
|
0, Camera_pixelDimensions - 1);\n int2 depthPos01 = clamp(int2((projPos01
|
|
* 0.5f + 0.5f) * Camera_pixelDimensions), 0, Camera_pixelDimensions - 1);\n
|
|
\n float depth10 = LoadTexture(Camera_depthBuffer, int4(depthPos10,
|
|
0, 0)).r;\n float depth01 = LoadTexture(Camera_depthBuffer, int4(depthPos01,
|
|
0, 0)).r;\n \n #if UNITY_REVERSED_Z\n depth10 = 1.0f
|
|
- depth10;\n depth01 = 1.0f - depth01;\n #endif\n
|
|
\n float4 vPos10 = mul(ClipToView,float4(projPos10,depth10 * 2.0f
|
|
- 1.0f,1.0f));\n float4 vPos01 = mul(ClipToView,float4(projPos01,depth01
|
|
* 2.0f - 1.0f,1.0f));\n \n vPos10.xyz /= vPos10.w;\n
|
|
vPos01.xyz /= vPos01.w;\n \n viewPos *= linearEyeDepth / viewPos.z;
|
|
// Position on depth surface\n \n float3 n = normalize(cross(vPos01.xyz
|
|
- viewPos,vPos10.xyz - viewPos));\n n = normalize(mul((float3x3)ViewToVFX,n));\n
|
|
\n viewPos *= 1.0f - radius / linearEyeDepth; // Push based on radius\n
|
|
position = mul(ViewToVFX,float4(viewPos,1.0f)).xyz;\n float3 randomNormal
|
|
= normalize(RAND3 * 2.0f - 1.0f);\n randomNormal = (dot(randomNormal,
|
|
n) < 0.0f) ? -randomNormal : randomNormal; // random normal on hemisphere,
|
|
relative to the normal\n n = normalize(lerp(n, randomNormal, Roughness));\n
|
|
\n float projVelocity = dot(n, velocity);\n \n float3 normalVelocity
|
|
= projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n
|
|
\n if (projVelocity < 0)\n velocity -= ((1 + Bounce) * projVelocity)
|
|
* n;\n velocity -= Friction * tangentVelocity;\n \n age +=
|
|
(LifetimeLoss * lifetime);\n \n }\n }\n}\nvoid EulerIntegration(inout
|
|
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
|
|
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age +=
|
|
deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
|
|
if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
|
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
|
|
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
|
|
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
|
|
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x8 + 0xDC07) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tattributes.seed
|
|
= (attributeBuffer.Load((index * 0x1 + 0xA00) << 2));\n\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC00) << 2));\n\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC04) << 2));\n\t\t\tattributes.mass
|
|
= (float)1;\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0xDC03) << 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 Turbulence_18D(attributes.position,
|
|
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
|
|
(float)6, (float)3, (float)1.39999998, (int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
Drag_0( /*inout */attributes.velocity, attributes.mass, (float)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
CollisionDepth_1( /*inout */attributes.position, /*inout */attributes.velocity,
|
|
/*inout */attributes.age, attributes.lifetime, /*inout */attributes.seed,
|
|
(float)0.100000001, (float)0.400000006, (float)0.300000012, (float)0.5, deltaTime_a,
|
|
(float)0, Camera_nearPlane_c, Camera_farPlane_c, Camera_pixelDimensions_c,
|
|
GetVFXSampler(Camera_depthBuffer_c, samplerCamera_depthBuffer_c), ViewToVFX_c,
|
|
VFXToView_c, ViewToClip_c, ClipToView_c);\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\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0xA00) << 2,asuint(attributes.seed));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0xDC00) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0xDC04) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xDC03) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
|
|
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xDC07) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
|
|
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
|
|
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
|
|
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
|
|
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n attributes.stripAlive = false;\r\n
|
|
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tattributes.seed
|
|
= (attributeBuffer.Load((index * 0x1 + 0xA00) << 2));\n\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC00) << 2));\n\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC04) << 2));\n\t\tattributes.mass
|
|
= (float)1;\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0xDC03) << 2));\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0xDC07) << 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
|
|
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
|
|
InvFieldTransform_a, FieldTransform_a, (float)6, (float)3, (float)1.39999998,
|
|
(int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Drag_0(
|
|
/*inout */attributes.velocity, attributes.mass, (float)3, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
|
|
CollisionDepth_1( /*inout */attributes.position, /*inout */attributes.velocity,
|
|
/*inout */attributes.age, attributes.lifetime, /*inout */attributes.seed,
|
|
(float)0.100000001, (float)0.400000006, (float)0.300000012, (float)0.5, deltaTime_a,
|
|
(float)0, Camera_nearPlane_c, Camera_farPlane_c, Camera_pixelDimensions_c,
|
|
GetVFXSampler(Camera_depthBuffer_c, samplerCamera_depthBuffer_c), ViewToVFX_c,
|
|
VFXToView_c, ViewToClip_c, ClipToView_c);\n\t\t}\n\t\tEulerIntegration( /*inout
|
|
*/attributes.position, attributes.velocity, deltaTime_a);\n\t\tAge( /*inout
|
|
*/attributes.age, deltaTime_a);\n\t\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index *
|
|
0x1 + 0xA00) << 2,asuint(attributes.seed));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0xDC00) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0xDC04) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xDC03) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xDC07) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 4]Fire Embers'
|
|
source: "Shader \"Hidden/VFX/FireEmbers/System 4/Fire Embers\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
|
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
|
|
SrcAlpha One \n\t\tBlend 1 SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite
|
|
Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define NB_THREADS_PER_GROUP
|
|
64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL (0)\n\t\t#define
|
|
VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION (2)\n\t\t#define
|
|
VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
|
|
VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define
|
|
VFX_USE_AGE_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define
|
|
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
|
|
VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
|
|
IS_TRANSPARENT_PARTICLE 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD
|
|
1\n\t\t#define WRITE_MOTION_VECTOR_IN_FORWARD 1\n\t\t#define VFX_BYPASS_EXPOSURE
|
|
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\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
|
|
float4 Size_e;\n\t\t float Color_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
|
|
float lifetime;\n\t\t float size;\n\t\t float3 velocity;\n\t\t float3
|
|
position;\n\t\t float age;\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 pivotX;\n\t\t
|
|
float pivotY;\n\t\t float pivotZ;\n\t\t float scaleX;\n\t\t float
|
|
scaleY;\n\t\t float scaleZ;\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 mainTexture;\n\t\tSamplerState
|
|
samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\n\t\t\n\t\t\n\n\t\t\n\t\t#define
|
|
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
|
|
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
|
|
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
|
|
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
|
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
|
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
|
|
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
|
|
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
|
|
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
|
|
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
|
|
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
|
|
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
|
|
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
|
|
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
|
|
builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
|
|
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
|
|
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
|
|
#endif\n\t\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
|
|
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
|
|
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_FDD06EC5(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
|
|
Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_80EE2EEB(inout float3 color, inout float alpha, float age,
|
|
float lifetime, float Color) /*attribute:color Composition:Multiply AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
|
|
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float4 value =
|
|
0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color *= value.rgb;\n\t\t\t
|
|
alpha = value.a;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout
|
|
float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
|
|
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t
|
|
axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
|
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid ScreenSpaceSize_18C(float3
|
|
position, float size, inout float scaleX, inout float scaleY, inout float scaleZ,
|
|
float2 ReferenceResolution, float PixelSize) /*sizeMode:PixelRelativeToResolution
|
|
sizeZMode:SameAsSizeX */\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
|
|
float2 newScale = (float2(PixelSize, PixelSize) * (_ScreenParams.xy/ReferenceResolution)
|
|
* clipPosW) / (size * 0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y));\n\t\t\t scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t
|
|
scaleZ = scaleX;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18695(inout float
|
|
size, float age, float lifetime, float4 Size) /*attribute:size Composition:Multiply
|
|
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
|
|
channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
|
|
value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_DC8A9868(inout float scaleX, inout float scaleY, inout float scaleZ,
|
|
float3 Scale) /*attribute:scale Composition:Multiply Source:Slot Random:Off
|
|
channels:XYZ */\n\t\t\t{\n\t\t\t scaleX *= Scale.x;\n\t\t\t scaleY *=
|
|
Scale.y;\n\t\t\t scaleZ *= Scale.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3
|
|
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
|
|
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
|
|
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
|
|
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
|
|
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
|
|
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
|
|
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
|
|
localSize.y / size;\n\t\t\t}\n\t\t\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 * 0x8 + 0xDC04) << 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.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x1403) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0xDC00) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0xDC04) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xDC03) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x1407) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x8 + 0xDC07) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x1404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x1408) << 2));\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x140B) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x140F) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x1410) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x140C) << 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
|
|
= (attributeBuffer.Load((index * 0x8 + 0xDC07) << 2));\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.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1403) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC00) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC04) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0xDC03) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1407) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.axisY
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1404) << 2));\n\t\t\t\t\t\tattributes.axisZ
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1408) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x140B) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x140F) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1410) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x140C) << 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
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(32, 9, 0));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_80EE2EEB(
|
|
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
|
|
Color_b);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t
|
|
ScreenSpaceSize_18C(attributes.position, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, float2(1920, 1080),
|
|
(float)4);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18695( /*inout */attributes.size,
|
|
attributes.age, attributes.lifetime, Size_e);\n\t\t\t\t{\n\t\t\t\t float3
|
|
tmp_be = attributes.velocity * attributes.velocity;\n\t\t\t\t float tmp_bf
|
|
= tmp_be[2];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh
|
|
= tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_be[0];\n\t\t\t\t float
|
|
tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t
|
|
float tmp_bn = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bp = min(tmp_bn,
|
|
(float)1);\n\t\t\t\t float tmp_br = tmp_bp * (float)2.9000001;\n\t\t\t\t
|
|
float tmp_bs = (float)0.100000001 + tmp_br;\n\t\t\t\t float3 tmp_bt = float3((float)0.200000003,
|
|
tmp_bs, (float)1);\n\t\t\t\t SetAttribute_DC8A9868( /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, tmp_bt);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(attributes.position,
|
|
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY);\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\tfloat invSoftParticlesFadeDistance
|
|
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
|
|
= (float)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\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)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH
|
|
0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
|
|
_PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
|
|
frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t
|
|
#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0
|
|
for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t
|
|
, out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t
|
|
// When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t
|
|
, out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t
|
|
, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t
|
|
, out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t
|
|
#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t \n\t\t\t\t\t \n\t\t\t\t\t
|
|
float alpha = OUTSG.;\n\t\t\t\t\t #else\n\t\t\t\t\t float alpha =
|
|
VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t
|
|
#endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\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\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
|
|
* 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
|
|
= encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection
|
|
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH
|
|
== VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy
|
|
= (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
|
|
VFX_PASSDEPTH undefined \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
|
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos :
|
|
SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|
|
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
|
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
|
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
|
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
|
|
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
|
|
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
|
|
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
|
|
outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
|
|
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR
|
|
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
|
|
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
|
|
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
|
|
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define
|
|
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
|
|
cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
|
|
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
|
|
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
SetAttribute_FDD06EC5(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
|
|
Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_80EE2EEB(inout float3 color, inout float alpha, float age,
|
|
float lifetime, float Color) /*attribute:color Composition:Multiply AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
|
|
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float4 value =
|
|
0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color *= value.rgb;\n\t\t\t
|
|
alpha = value.a;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout
|
|
float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
|
|
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t
|
|
axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
|
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid ScreenSpaceSize_18C(float3
|
|
position, float size, inout float scaleX, inout float scaleY, inout float scaleZ,
|
|
float2 ReferenceResolution, float PixelSize) /*sizeMode:PixelRelativeToResolution
|
|
sizeZMode:SameAsSizeX */\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
|
|
float2 newScale = (float2(PixelSize, PixelSize) * (_ScreenParams.xy/ReferenceResolution)
|
|
* clipPosW) / (size * 0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y));\n\t\t\t scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t
|
|
scaleZ = scaleX;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18695(inout float
|
|
size, float age, float lifetime, float4 Size) /*attribute:size Composition:Multiply
|
|
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
|
|
channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
|
|
value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_DC8A9868(inout float scaleX, inout float scaleY, inout float scaleZ,
|
|
float3 Scale) /*attribute:scale Composition:Multiply Source:Slot Random:Off
|
|
channels:XYZ */\n\t\t\t{\n\t\t\t scaleX *= Scale.x;\n\t\t\t scaleY *=
|
|
Scale.y;\n\t\t\t scaleZ *= Scale.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3
|
|
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
|
|
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
|
|
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
|
|
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
|
|
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
|
|
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
|
|
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
|
|
localSize.y / size;\n\t\t\t}\n\t\t\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 * 0x8 + 0xDC04) << 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.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x1403) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0xDC00) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0xDC04) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xDC03) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x1407) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
|
|
* 0x8 + 0xDC07) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x1404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x1408) << 2));\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x140B) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x140F) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x14 + 0x1410) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
|
|
* 0x14 + 0x140C) << 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
|
|
= (attributeBuffer.Load((index * 0x8 + 0xDC07) << 2));\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.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1403) << 2));\n\t\t\t\t\t\tattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC00) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC04) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0xDC03) << 2));\n\t\t\t\t\t\tattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1407) << 2));\n\t\t\t\t\t\tattributes.axisX
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1400) << 2));\n\t\t\t\t\t\tattributes.axisY
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1404) << 2));\n\t\t\t\t\t\tattributes.axisZ
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1408) << 2));\n\t\t\t\t\t\tattributes.angleX
|
|
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
|
|
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x140B) << 2));\n\t\t\t\t\t\tattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x140F) << 2));\n\t\t\t\t\t\tattributes.scaleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1410) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x140C) << 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
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(32, 9, 0));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_80EE2EEB(
|
|
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
|
|
Color_b);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t
|
|
ScreenSpaceSize_18C(attributes.position, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, float2(1920, 1080),
|
|
(float)4);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18695( /*inout */attributes.size,
|
|
attributes.age, attributes.lifetime, Size_e);\n\t\t\t\t{\n\t\t\t\t float3
|
|
tmp_be = attributes.velocity * attributes.velocity;\n\t\t\t\t float tmp_bf
|
|
= tmp_be[2];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh
|
|
= tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_be[0];\n\t\t\t\t float
|
|
tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t
|
|
float tmp_bn = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bp = min(tmp_bn,
|
|
(float)1);\n\t\t\t\t float tmp_br = tmp_bp * (float)2.9000001;\n\t\t\t\t
|
|
float tmp_bs = (float)0.100000001 + tmp_br;\n\t\t\t\t float3 tmp_bt = float3((float)0.200000003,
|
|
tmp_bs, (float)1);\n\t\t\t\t SetAttribute_DC8A9868( /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, tmp_bt);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(attributes.position,
|
|
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY);\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\tfloat invSoftParticlesFadeDistance
|
|
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
|
|
= (float)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\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)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
|
|
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
|
|
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
|
|
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t
|
|
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if
|
|
VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tps_output
|
|
frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
|
|
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
|
|
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
|
|
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
|
|
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
|
|
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if
|
|
VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t \n\t\t \n\t\t
|
|
#if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t
|
|
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t
|
|
o.color.a = OUTSG.;\n\t\t #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
|
|
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
|
|
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
|
|
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
|
|
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
|
|
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t
|
|
o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
|
|
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 3]CameraSort'
|
|
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 USE_DEAD_LIST_COUNT
|
|
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 localToWorld;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n};\n\nstruct
|
|
SourceAttributes\n{\n};\n\n\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\nCBUFFER_START(params)\r\n
|
|
uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
|
|
float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
|
|
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
|
|
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
|
|
outputBuffer;\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
|
|
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
|
|
inputBuffer[id];\r\n\t\t\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(attributes.position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
|
|
wPos = attributes.position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
|
|
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
|
|
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 3]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_PAGEFLIP_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
|
|
VFX_USE_PARTICLEID_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_ALPHA_CURRENT 1\n#define
|
|
VFX_USE_AGE_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_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT
|
|
1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define
|
|
VFX_USE_SCALEZ_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
|
float4 Scale_b;\n float4 uniform_d;\n float uniform_a;\n float uniform_b;\n
|
|
float uniform_c;\n float uniform_e;\n float currentFrameIndex;\n uint3
|
|
PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n int PageFlip;\n float
|
|
lifetime;\n float size;\n float3 position;\n uint particleId;\n
|
|
float angleX;\n float angleY;\n float angleZ;\n float alpha;\n
|
|
float age;\n bool alive;\n float3 axisX;\n float3 axisY;\n float3
|
|
axisZ;\n float pivotX;\n float pivotY;\n float pivotZ;\n float
|
|
scaleX;\n float scaleY;\n float scaleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
|
|
Albedo;\nSamplerState samplerAlbedo;\nfloat4 Albedo_TexelSize;\n\n\n\r\n#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
|
|
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
|
|
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
|
|
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
|
|
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_D5151644(inout
|
|
float scaleX, float Scale) /*attribute:scale Composition:Overwrite Source:Slot
|
|
Random:Off channels:X */\n{\n scaleX = Scale.x;\n}\nvoid AttributeFromCurve_6F8995BE(inout
|
|
float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Add
|
|
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
|
|
channels:Y */\n{\n float t = age / lifetime;\n float value = 0.0f;\n
|
|
value = SampleCurve(Scale, t);\n scaleY += value.x;\n}\nvoid SetAttribute_4C628008(inout
|
|
float angleX, inout float angleY, inout float angleZ, float3 Angle, float Blend)
|
|
/*attribute:angle Composition:Blend Source:Slot Random:Off channels:XYZ */\n{\n
|
|
angleX = lerp(angleX,Angle.x,Blend);\n angleY = lerp(angleY,Angle.y,Blend);\n
|
|
angleZ = lerp(angleZ,Angle.z,Blend);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
|
CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
|
|
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x3201) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.PageFlip
|
|
= (attributeBuffer.Load((index * 0x3 + 0x0) << 2));\nattributes.lifetime =
|
|
asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\nattributes.size =
|
|
asfloat(attributeBuffer.Load((index * 0x1 + 0x780) << 2));\nattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0xA00) << 2));\nattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\nattributes.angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1400) << 2));\nattributes.angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1401) << 2));\nattributes.angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x3 + 0x1402) << 2));\nattributes.alpha = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2F80) << 2));\nattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x3200) << 2));\nattributes.axisX = float3(1, 0, 0);\nattributes.axisY
|
|
= float3(0, 1, 0);\nattributes.axisZ = float3(0, 0, 1);\nattributes.pivotX
|
|
= (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3700) << 2));\nattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x3701) << 2));\nattributes.scaleZ
|
|
= (float)1;\n\n\r\n\t\t\t{\n\t\t\t float tmp_bh = (float)attributes.PageFlip;\n\t\t\t
|
|
SetAttribute_D5151644( /*inout */attributes.scaleX, tmp_bh);\n\t\t\t}\n\t\t\tAttributeFromCurve_6F8995BE(
|
|
/*inout */attributes.scaleY, attributes.age, attributes.lifetime, Scale_b);\n\t\t\t{\n\t\t\t
|
|
float3 tmp_bh = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t
|
|
uint tmp_bj = attributes.particleId ^ asuint(uniform_a);\n\t\t\t float tmp_bk
|
|
= FixedRand(tmp_bj);\n\t\t\t float tmp_bm = tmp_bk * (float)2;\n\t\t\t
|
|
float tmp_bn = (float)-1 + tmp_bm;\n\t\t\t uint tmp_bo = attributes.particleId
|
|
^ asuint(uniform_b);\n\t\t\t float tmp_bp = FixedRand(tmp_bo);\n\t\t\t
|
|
float tmp_bq = tmp_bp * (float)2;\n\t\t\t float tmp_br = (float)-1 + tmp_bq;\n\t\t\t
|
|
uint tmp_bs = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float tmp_bt
|
|
= FixedRand(tmp_bs);\n\t\t\t float tmp_bu = tmp_bt * (float)2;\n\t\t\t
|
|
float tmp_bv = (float)-1 + tmp_bu;\n\t\t\t float3 tmp_bw = float3(tmp_bn,
|
|
tmp_br, tmp_bv);\n\t\t\t float3 tmp_by = tmp_bw * float3(35, 35, 35);\n\t\t\t
|
|
float3 tmp_bz = tmp_bh + tmp_by;\n\t\t\t float tmp_ca = attributes.age /
|
|
attributes.lifetime;\n\t\t\t float tmp_cc = tmp_bk * (float)0.100000001;\n\t\t\t
|
|
float tmp_cd = tmp_ca + tmp_cc;\n\t\t\t float tmp_ce = saturate(tmp_cd);\n\t\t\t
|
|
float tmp_cf = SampleCurve(uniform_d,tmp_ce);\n\t\t\t float tmp_ch = max(tmp_cf,
|
|
(float)0);\n\t\t\t float tmp_cj = min(tmp_ch, (float)1);\n\t\t\t SetAttribute_4C628008(
|
|
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
|
|
tmp_bz, tmp_cj);\n\t\t\t}\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 4]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_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
|
|
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
|
|
VFX_USE_AGE_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_PIVOTX_CURRENT 1\n#define
|
|
VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT
|
|
1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_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
|
|
float4 Size_e;\n float Color_b;\n float currentFrameIndex;\n uint2
|
|
PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float lifetime;\n float
|
|
size;\n float3 velocity;\n float3 position;\n float age;\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 pivotX;\n
|
|
float pivotY;\n float pivotZ;\n float scaleX;\n float scaleY;\n
|
|
float scaleZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
|
|
mainTexture;\nSamplerState samplermainTexture;\nfloat4 mainTexture_TexelSize;\n\n\n\r\n#include
|
|
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
|
|
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
|
|
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
|
|
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
|
|
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_FDD06EC5(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
|
|
Random:Off channels:XZ */\n{\n color = Color;\n}\nvoid AttributeFromCurve_80EE2EEB(inout
|
|
float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color
|
|
Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent
|
|
ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n
|
|
float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color *= value.rgb;\n
|
|
alpha = value.a;\n}\nvoid Orient_94A(inout float3 axisX, inout float3 axisY,
|
|
inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
|
|
axes:ZY */\n{\n \n axisY = normalize(velocity);\n axisZ = position
|
|
- GetViewVFXPosition();\n axisX = normalize(cross(axisY,axisZ));\n axisZ
|
|
= cross(axisX,axisY);\n \n}\nvoid ScreenSpaceSize_18C(float3 position, float
|
|
size, inout float scaleX, inout float scaleY, inout float scaleZ, float2 ReferenceResolution,
|
|
float PixelSize) /*sizeMode:PixelRelativeToResolution sizeZMode:SameAsSizeX
|
|
*/\n{\n \n float clipPosW = TransformPositionVFXToClip(position).w;\n
|
|
float2 newScale = (float2(PixelSize, PixelSize) * (_ScreenParams.xy/ReferenceResolution)
|
|
* clipPosW) / (size * 0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y));\n scaleX = newScale.x;\n scaleY = newScale.y;\n
|
|
scaleZ = scaleX;\n}\nvoid AttributeFromCurve_7DF18695(inout float size, float
|
|
age, float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n{\n
|
|
float t = age / lifetime;\n float value = 0.0f;\n value = SampleCurve(Size,
|
|
t);\n size *= value;\n}\nvoid SetAttribute_DC8A9868(inout float scaleX,
|
|
inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale Composition:Multiply
|
|
Source:Slot Random:Off channels:XYZ */\n{\n scaleX *= Scale.x;\n scaleY
|
|
*= Scale.y;\n scaleZ *= Scale.z;\n}\nvoid SubpixelAA(float3 position, inout
|
|
float alpha, float size, inout float scaleX, inout float scaleY)\n{\n \n
|
|
float2 localSize = size * float2(scaleX, scaleY);\n float clipPosW = TransformPositionVFXToClip(position).w;\n
|
|
float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y)); // max size in one pixel\n float2 clampedSize = max(localSize,minSize);\n
|
|
float fade = (localSize.x * localSize.y) / (clampedSize.x * clampedSize.y);\n
|
|
alpha *= fade;\n localSize = clampedSize;\n scaleX = localSize.x / size;\n
|
|
scaleY = localSize.y / size;\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
|
|
= (attributeBuffer.Load((index * 0x8 + 0xDC07) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\nattributes.size
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1403) << 2));\nattributes.velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC00) << 2));\nattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xDC04) << 2));\nattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0xDC03) << 2));\nattributes.alpha
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1407) << 2));\nattributes.axisX
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1400) << 2));\nattributes.axisY
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1404) << 2));\nattributes.axisZ
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x1408) << 2));\nattributes.angleX
|
|
= (float)0;\nattributes.angleY = (float)0;\nattributes.angleZ = (float)0;\nattributes.pivotX
|
|
= (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.scaleX
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x140B) << 2));\nattributes.scaleY
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x140F) << 2));\nattributes.scaleZ
|
|
= asfloat(attributeBuffer.Load((index * 0x14 + 0x1410) << 2));\nattributes.color
|
|
= asfloat(attributeBuffer.Load3((index * 0x14 + 0x140C) << 2));\n\n\r\n\t\t\t{\n\t\t\t
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(32, 9, 0));\n\t\t\t}\n\t\t\tAttributeFromCurve_80EE2EEB(
|
|
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
|
|
Color_b);\n\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY,
|
|
/*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\t{\n\t\t\t
|
|
ScreenSpaceSize_18C(attributes.position, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, float2(1920, 1080),
|
|
(float)4);\n\t\t\t}\n\t\t\tAttributeFromCurve_7DF18695( /*inout */attributes.size,
|
|
attributes.age, attributes.lifetime, Size_e);\n\t\t\t{\n\t\t\t float3 tmp_bg
|
|
= attributes.velocity * attributes.velocity;\n\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t
|
|
float tmp_bi = tmp_bg[1];\n\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t
|
|
float tmp_bk = tmp_bg[0];\n\t\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t
|
|
float tmp_bn = pow(tmp_bl, (float)0.5);\n\t\t\t float tmp_bp = max(tmp_bn,
|
|
(float)0);\n\t\t\t float tmp_br = min(tmp_bp, (float)1);\n\t\t\t float
|
|
tmp_bt = tmp_br * (float)2.9000001;\n\t\t\t float tmp_bu = (float)0.100000001
|
|
+ tmp_bt;\n\t\t\t float3 tmp_bv = float3((float)0.200000003, tmp_bu, (float)1);\n\t\t\t
|
|
SetAttribute_DC8A9868( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
|
|
/*inout */attributes.scaleZ, tmp_bv);\n\t\t\t}\n\t\t\tSubpixelAA(attributes.position,
|
|
/*inout */attributes.alpha, attributes.size, /*inout */attributes.scaleX,
|
|
/*inout */attributes.scaleY);\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"
|
|
m_Infos:
|
|
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|
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