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6498 行
235 KiB
6498 行
235 KiB
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!2058629511 &1
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VisualEffectResource:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: FireEmbers
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m_Graph: {fileID: 2}
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m_ShaderSources:
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- compute: 1
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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_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
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VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
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1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
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VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT
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1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define
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VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_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\nCBUFFER_START(parameters)\n
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float uniform_a;\n float uniform_b;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
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Attributes\n{\n float lifetime;\n uint seed;\n float size;\n float3
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velocity;\n float3 direction;\n float3 position;\n uint particleId;\n
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float age;\n float alpha;\n bool alive;\n float3 axisX;\n float3
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axisY;\n float3 axisZ;\n float scaleX;\n float scaleY;\n float
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scaleZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
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USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
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attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
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!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
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spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
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uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
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nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
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deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
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to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
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VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
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inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
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\"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 SetAttribute_3278B543(inout
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float size, inout uint seed, float A, float B) /*attribute:size Composition:Overwrite
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Source:Slot Random:Uniform channels:X */\n{\n size = lerp(A,B,RAND);\n}\nvoid
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VelocityDirection_18C(inout float3 velocity, inout float3 direction, inout
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uint seed, float3 Direction, float MinSpeed, float MaxSpeed, float DirectionBlend)
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/*composition:Add speedMode:Random */\n{\n float speed = lerp(MinSpeed,MaxSpeed,RAND);\n
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direction = VFXSafeNormalize(lerp(direction, Direction, DirectionBlend));\n
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velocity += direction * speed;\n}\nvoid PositionAABox_18D(inout float3 position,
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inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume
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spawnMode:Random */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\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
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id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
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VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
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* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
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* 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
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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
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int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
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currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
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sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
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(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
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for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
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+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
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if (id < currentSumSpawnCount)\n {\n break;\n
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}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
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= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
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attributes.lifetime = (float)1;\n attributes.seed = (uint)0;\n
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attributes.size = (float)0.100000001;\n attributes.velocity = float3(0,
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0, 0);\n attributes.direction = float3(0, 0, 1);\n attributes.position
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= float3(0, 0, 0);\n attributes.particleId = (uint)0;\n attributes.age
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= (float)0;\n attributes.alpha = (float)1;\n attributes.alive
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= (bool)true;\n attributes.axisX = float3(1, 0, 0);\n attributes.axisY
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= float3(0, 1, 0);\n attributes.axisZ = float3(0, 0, 1);\n attributes.scaleX
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= (float)1;\n attributes.scaleY = (float)1;\n attributes.scaleZ
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= (float)1;\n attributes.color = float3(1, 1, 1);\n \n\r\n#if
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VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if
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VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^
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systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex
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= 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
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uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
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STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
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return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
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PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
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stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
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with strip\r\n#endif\r\n \r\n {\n SetAttribute_F01429A1(
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/*inout */attributes.lifetime, /*inout */attributes.seed, (float)2, (float)4);\n
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}\n {\n SetAttribute_3278B543( /*inout */attributes.size,
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/*inout */attributes.seed, (float)0.00999999978, (float)0.0299999993);\n
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}\n {\n uint tmp_bb = attributes.particleId ^ asuint(uniform_a);\n
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float tmp_bc = FixedRand(tmp_bb);\n float tmp_be = tmp_bc * (float)1.20000005;\n
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float tmp_bf = (float)-0.600000024 + tmp_be;\n uint tmp_bh = attributes.particleId
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^ asuint(uniform_b);\n float tmp_bi = FixedRand(tmp_bh);\n
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float tmp_bj = tmp_bi * (float)1.20000005;\n float tmp_bk = (float)-0.600000024
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+ tmp_bj;\n float3 tmp_bl = float3(tmp_bf, (float)1, tmp_bk);\n
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float3 tmp_bm = tmp_bl * tmp_bl;\n float tmp_bn = tmp_bm[2];\n
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float tmp_bo = tmp_bm[1];\n float tmp_bp = tmp_bn + tmp_bo;\n
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float tmp_bq = tmp_bm[0];\n float tmp_br = tmp_bp + tmp_bq;\n
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float tmp_bt = pow(tmp_br, (float)0.5);\n float tmp_bu = (float)1
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/ tmp_bt;\n float3 tmp_bv = float3(tmp_bu, tmp_bu, tmp_bu);\n
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float3 tmp_bw = tmp_bl * tmp_bv;\n VelocityDirection_18C( /*inout
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*/attributes.velocity, /*inout */attributes.direction, /*inout */attributes.seed,
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tmp_bw, (float)1, (float)5, (float)1);\n }\n {\n PositionAABox_18D(
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/*inout */attributes.position, /*inout */attributes.seed, float3(-0.00947379041,
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0.308937907, -0.00676577073), float3(1.73886478, 0.279207468, 1.5624001));\n
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}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
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\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
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uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
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attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(attributes.lifetime));\n
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attributeBuffer.Store((index * 0x1 + 0xA00) << 2,asuint(attributes.seed));\n
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attributeBuffer.Store((index * 0x14 + 0x1403) << 2,asuint(attributes.size));\n
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attributeBuffer.Store3((index * 0x8 + 0xDC00) << 2,asuint(attributes.velocity));\n
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attributeBuffer.Store3((index * 0x8 + 0xDC04) << 2,asuint(attributes.position));\n
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attributeBuffer.Store((index * 0x8 + 0xDC03) << 2,asuint(attributes.age));\n
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attributeBuffer.Store((index * 0x14 + 0x1407) << 2,asuint(attributes.alpha));\n
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attributeBuffer.Store((index * 0x8 + 0xDC07) << 2,uint(attributes.alive));\n
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attributeBuffer.Store3((index * 0x14 + 0x1400) << 2,asuint(attributes.axisX));\n
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attributeBuffer.Store3((index * 0x14 + 0x1404) << 2,asuint(attributes.axisY));\n
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attributeBuffer.Store3((index * 0x14 + 0x1408) << 2,asuint(attributes.axisZ));\n
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attributeBuffer.Store((index * 0x14 + 0x140B) << 2,asuint(attributes.scaleX));\n
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attributeBuffer.Store((index * 0x14 + 0x140F) << 2,asuint(attributes.scaleY));\n
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attributeBuffer.Store((index * 0x14 + 0x1410) << 2,asuint(attributes.scaleZ));\n
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attributeBuffer.Store3((index * 0x14 + 0x140C) << 2,asuint(attributes.color));\n
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\n\r\n }\r\n }\r\n}\r\n"
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- compute: 1
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name: '[System 1]Update 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_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
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VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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\nCBUFFER_START(parameters)\n
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float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float4x4
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ViewToVFX_c;\n float4x4 VFXToView_c;\n float4x4 ViewToClip_c;\n float4x4
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ClipToView_c;\n float2 Camera_pixelDimensions_c;\n float deltaTime_a;\n
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float Camera_nearPlane_c;\n float Camera_farPlane_c;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct
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Attributes\n{\n float lifetime;\n uint seed;\n float3 velocity;\n
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float3 position;\n float mass;\n float age;\n bool alive;\n};\n\nstruct
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SourceAttributes\n{\n};\n\nTexture2DArray Camera_depthBuffer_c;\nSamplerState
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samplerCamera_depthBuffer_c;\nfloat4 Camera_depthBuffer_c_TexelSize;\n\n\n\r\n\r\n#define
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USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
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attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
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VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
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HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
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attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
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uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
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\"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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Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
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InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
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frequency, int octaves, float roughness, float lacunarity, float deltaTime)
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/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
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float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
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+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
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* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
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/ mass);\n}\nvoid Drag_0(inout float3 velocity, float mass, float dragCoefficient,
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float deltaTime) /*UseParticleSize:False */\n{\n velocity *= max(0.0,(1.0
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- (dragCoefficient * deltaTime) / mass));\n}\nvoid CollisionDepth_1(inout float3
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position, inout float3 velocity, inout float age, float lifetime, inout uint
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seed, float Bounce, float Friction, float LifetimeLoss, float Roughness, float
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deltaTime, float radius, float Camera_nearPlane, float Camera_farPlane, float2
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Camera_pixelDimensions, VFXSampler2DArray Camera_depthBuffer, float4x4 ViewToVFX,
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float4x4 VFXToView, float4x4 ViewToClip, float4x4 ClipToView) /*camera:Main
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surfaceThickness:Infinite mode:Solid radiusMode:None roughSurface:True */\n{\n
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\n float3 nextPos = position + velocity * deltaTime;\n float3 viewPos
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= mul(VFXToView,float4(nextPos,1.0f)).xyz;\n \n float4 projPos = mul(ViewToClip,float4(viewPos,1.0f));\n
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projPos.xyz /= projPos.w;\n float2 aProjPos = abs(projPos.xy);\n \n
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if (aProjPos.x < 1.0f && aProjPos.y < 1.0f) // visible on screen\n {\n
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float2 uv = projPos.xy * 0.5f + 0.5f;\n float depth = LoadTexture(Camera_depthBuffer,int4(uv*Camera_pixelDimensions,
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0, 0)).r;\n #if UNITY_REVERSED_Z\n depth = 1.0f - depth; // reversed
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z\n #endif\n \n const float n = Camera_nearPlane;\n
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const float f = Camera_farPlane;\n float linearEyeDepth = n * f / (depth
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* (n - f) + f);\n if (viewPos.z > linearEyeDepth - radius)\n
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{\n const float2 pixelOffset = 2.0f / Camera_pixelDimensions;\n
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\n float2 projPos10 = projPos.xy + float2(pixelOffset.x,0.0f);\n
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float2 projPos01 = projPos.xy + float2(0.0f,pixelOffset.y);\n \n
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int2 depthPos10 = clamp(int2((projPos10 * 0.5f + 0.5f) * Camera_pixelDimensions),
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0, Camera_pixelDimensions - 1);\n int2 depthPos01 = clamp(int2((projPos01
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* 0.5f + 0.5f) * Camera_pixelDimensions), 0, Camera_pixelDimensions - 1);\n
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\n float depth10 = LoadTexture(Camera_depthBuffer, int4(depthPos10,
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0, 0)).r;\n float depth01 = LoadTexture(Camera_depthBuffer, int4(depthPos01,
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0, 0)).r;\n \n #if UNITY_REVERSED_Z\n depth10 = 1.0f
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- depth10;\n depth01 = 1.0f - depth01;\n #endif\n
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\n float4 vPos10 = mul(ClipToView,float4(projPos10,depth10 * 2.0f
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- 1.0f,1.0f));\n float4 vPos01 = mul(ClipToView,float4(projPos01,depth01
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* 2.0f - 1.0f,1.0f));\n \n vPos10.xyz /= vPos10.w;\n
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vPos01.xyz /= vPos01.w;\n \n viewPos *= linearEyeDepth / viewPos.z;
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// Position on depth surface\n \n float3 n = normalize(cross(vPos01.xyz
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- viewPos,vPos10.xyz - viewPos));\n n = normalize(mul((float3x3)ViewToVFX,n));\n
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\n viewPos *= 1.0f - radius / linearEyeDepth; // Push based on radius\n
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position = mul(ViewToVFX,float4(viewPos,1.0f)).xyz;\n float3 randomNormal
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= normalize(RAND3 * 2.0f - 1.0f);\n randomNormal = (dot(randomNormal,
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n) < 0.0f) ? -randomNormal : randomNormal; // random normal on hemisphere,
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relative to the normal\n n = normalize(lerp(n, randomNormal, Roughness));\n
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\n float projVelocity = dot(n, velocity);\n \n float3 normalVelocity
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= projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n
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\n if (projVelocity < 0)\n velocity -= ((1 + Bounce) * projVelocity)
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* n;\n velocity -= Friction * tangentVelocity;\n \n age +=
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(LifetimeLoss * lifetime);\n \n }\n }\n}\nvoid EulerIntegration(inout
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float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
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* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age +=
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deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
|
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if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
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CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
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: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
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+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
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(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
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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 1]Fire Embers'
|
|
source: "Shader \"Hidden/VFX/FireEmbers/System 1/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 1]MotionVector'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_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,
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/*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\t{\n\t\t\t
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ScreenSpaceSize_18C(attributes.position, attributes.size, /*inout */attributes.scaleX,
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/*inout */attributes.scaleY, /*inout */attributes.scaleZ, float2(1920, 1080),
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(float)4);\n\t\t\t}\n\t\t\tAttributeFromCurve_7DF18695( /*inout */attributes.size,
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attributes.age, attributes.lifetime, Size_e);\n\t\t\t{\n\t\t\t float3 tmp_bg
|
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= attributes.velocity * attributes.velocity;\n\t\t\t float tmp_bh = tmp_bg[2];\n\t\t\t
|
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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,
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(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
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|
+ tmp_bt;\n\t\t\t float3 tmp_bv = float3((float)0.200000003, tmp_bu, (float)1);\n\t\t\t
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SetAttribute_DC8A9868( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
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/*inout */attributes.scaleZ, tmp_bv);\n\t\t\t}\n\t\t\tSubpixelAA(attributes.position,
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*= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4 elementToVFX
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= GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
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(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
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(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
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itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
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value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
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elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
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m_Tooltip: Sets the period in which the noise is sampled. Higher frequencies
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