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11936 行
372 KiB
11936 行
372 KiB
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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_POSITION_CURRENT
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1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
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VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT
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VFX_USE_LIFETIME_SOURCE 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
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Attributes\n{\n float lifetime;\n float3 position;\n uint seed;\n
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float3 direction;\n float size;\n float3 targetPosition;\n float age;\n
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uint particleId;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n float
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lifetime;\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT &&
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!HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
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sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
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uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
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Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
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uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
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USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
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deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
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API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
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eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
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stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
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SetAttribute_F011C512(inout float lifetime, float Value) /*attribute:lifetime
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Composition:Overwrite Source:Source Random:Off channels:XZ */\n{\n lifetime
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= Value;\n}\nvoid PositionSphere_0(inout float3 position, inout uint seed,
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inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius,
|
|
float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Random
|
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*/\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc *
|
|
RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f
|
|
/ 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
|
|
sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
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|
cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
|
|
\n}\nvoid SetAttribute_3278B229(inout float size, float Size) /*attribute:size
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Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n size = Size;\n}\n\n\r\n\r\n//
|
|
Due to a bug in HLSL compiler, disable spurious \"unitialized variable\" due
|
|
to mid function return statement\r\n#pragma warning(push)\r\n#pragma warning(disable
|
|
: 4000)\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex,
|
|
uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
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|
stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT)
|
|
// strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
|
|
stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
|
|
= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
|
|
+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n#pragma
|
|
warning(pop)\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
|
|
uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
|
|
id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
|
|
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
|
|
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
|
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
|
|
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
|
|
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
|
|
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
|
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
|
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
|
|
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
|
|
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
|
|
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
|
|
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
|
|
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x2 + 0x0) << 2)));\n
|
|
if (id < currentSumSpawnCount)\n {\n break;\n
|
|
}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
|
|
= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
|
|
attributes.lifetime = (float)1;\n attributes.position = float3(0, 0,
|
|
0);\n attributes.seed = (uint)0;\n attributes.direction = float3(0,
|
|
0, 1);\n attributes.size = (float)0.100000001;\n attributes.targetPosition
|
|
= float3(0, 0, 0);\n attributes.age = (float)0;\n attributes.particleId
|
|
= (uint)0;\n attributes.alive = (bool)true;\n sourceAttributes.lifetime
|
|
= asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x2 + 0x1) << 2));\n
|
|
\n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if
|
|
VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^
|
|
systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex
|
|
= id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
|
|
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
|
|
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
|
|
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
|
|
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
|
|
with strip\r\n#endif\r\n \r\n {\n float tmp_l = sourceAttributes.lifetime;\n
|
|
SetAttribute_F011C512( /*inout */attributes.lifetime, tmp_l);\n }\n
|
|
{\n PositionSphere_0( /*inout */attributes.position, /*inout */attributes.seed,
|
|
/*inout */attributes.direction, float3(0, 0.581855774, 0), (float)0.0399999991,
|
|
(float)6.28318548, (float)1);\n }\n {\n SetAttribute_3278B229(
|
|
/*inout */attributes.size, (float)0.129999995);\n }\n \n\r\n\t\t\r\n#if
|
|
VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n
|
|
{\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
|
|
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
|
|
attributeBuffer.Store((index * 0x2 + 0x0) << 2,asuint(attributes.lifetime));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x1900) << 2,asuint(attributes.position));\n
|
|
attributeBuffer.Store3((index * 0x8 + 0x1904) << 2,asuint(attributes.targetPosition));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x7D00) << 2,asuint(attributes.age));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x1) << 2,asuint(attributes.particleId));\n
|
|
attributeBuffer.Store((index * 0x2 + 0x7D01) << 2,uint(attributes.alive));\n
|
|
\n\r\n }\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 1]Update Particle'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
|
|
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
|
|
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
|
|
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE
|
|
1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
|
float deltaTime_c;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
|
|
float lifetime;\n float3 position;\n float3 targetPosition;\n float
|
|
age;\n uint particleId;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
|
|
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
|
|
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
|
|
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
|
|
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
|
|
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
|
|
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
|
|
SetAttribute_CAC29745(inout float3 position, float3 Position) /*attribute:position
|
|
Composition:Overwrite Source:Slot Random:Off channels:XZ */\n{\n position
|
|
= Position;\n}\nvoid SetAttribute_2CF40008(inout float3 targetPosition, float3
|
|
TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot
|
|
Random:Off channels:XZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
|
|
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
|
|
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
|
|
false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
|
|
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x7D01) << 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 * 0x2 + 0x0) << 2));\n\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1900) << 2));\n\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1904) << 2));\n\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x7D00) << 2));\n\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\n\r\n\r\n// Initialize
|
|
built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
|
|
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
|
|
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
|
|
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
|
|
float tmp_n = attributes.age / attributes.lifetime;\n\t\t\t float3 tmp_o
|
|
= float3(tmp_n, tmp_n, tmp_n);\n\t\t\t float3 tmp_q = tmp_o * float3(0.00355878542,
|
|
1.80715048, -0.377331018);\n\t\t\t float3 tmp_r = float3(0.00343398959,
|
|
0.154610634, -0.171632811) + tmp_q;\n\t\t\t uint tmp_t = attributes.particleId
|
|
/ (uint)100;\n\t\t\t uint tmp_u = tmp_t * (uint)100;\n\t\t\t uint tmp_v
|
|
= attributes.particleId - tmp_u;\n\t\t\t float tmp_w = (float)tmp_v;\n\t\t\t
|
|
float tmp_y = tmp_w / (float)100;\n\t\t\t float3 tmp_z = float3(tmp_y, tmp_y,
|
|
tmp_y);\n\t\t\t float3 tmp_bc = tmp_o * float3(0.000674147625, 1.80841029,
|
|
0.373897552);\n\t\t\t float3 tmp_bd = float3(0.00315686408, 0.138010621,
|
|
0.167209581) + tmp_bc;\n\t\t\t float3 tmp_be = tmp_bd - tmp_r;\n\t\t\t
|
|
float3 tmp_bf = tmp_z * tmp_be;\n\t\t\t float3 tmp_bg = tmp_r + tmp_bf;\n\t\t\t
|
|
SetAttribute_CAC29745( /*inout */attributes.position, tmp_bg);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
float tmp_n = attributes.age / attributes.lifetime;\n\t\t\t float3 tmp_o
|
|
= float3(tmp_n, tmp_n, tmp_n);\n\t\t\t float3 tmp_q = tmp_o * float3(0.00355878542,
|
|
1.80715048, -0.377331018);\n\t\t\t float3 tmp_r = float3(0.00343398959,
|
|
0.154610634, -0.171632811) + tmp_q;\n\t\t\t float tmp_s = (float)attributes.particleId;\n\t\t\t
|
|
float tmp_u = tmp_s + (float)1;\n\t\t\t uint tmp_v = (uint)tmp_u;\n\t\t\t
|
|
uint tmp_x = tmp_v / (uint)100;\n\t\t\t uint tmp_y = tmp_x * (uint)100;\n\t\t\t
|
|
uint tmp_z = tmp_v - tmp_y;\n\t\t\t float tmp_ba = (float)tmp_z;\n\t\t\t
|
|
bool tmp_bc = tmp_ba == (float)0;\n\t\t\t float tmp_be = tmp_bc ? (float)100
|
|
: tmp_ba;\n\t\t\t float tmp_bf = tmp_be / (float)100;\n\t\t\t float3
|
|
tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n\t\t\t float3 tmp_bj = tmp_o *
|
|
float3(0.000674147625, 1.80841029, 0.373897552);\n\t\t\t float3 tmp_bk =
|
|
float3(0.00315686408, 0.138010621, 0.167209581) + tmp_bj;\n\t\t\t float3
|
|
tmp_bl = tmp_bk - tmp_r;\n\t\t\t float3 tmp_bm = tmp_bg * tmp_bl;\n\t\t\t
|
|
float3 tmp_bn = tmp_r + tmp_bm;\n\t\t\t SetAttribute_2CF40008( /*inout */attributes.targetPosition,
|
|
tmp_bn);\n\t\t\t}\n\t\t\tAge( /*inout */attributes.age, deltaTime_c);\n\t\t\tReap(attributes.age,
|
|
attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
|
|
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0x1900) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x1904) << 2,asuint(attributes.targetPosition));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x7D00) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
|
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
|
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
|
|
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
|
|
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x7D01) << 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 * 0x2 + 0x0) << 2));\n\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1900) << 2));\n\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1904) << 2));\n\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x7D00) << 2));\n\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\tattributes.alive =
|
|
(attributeBuffer.Load((index * 0x2 + 0x7D01) << 2));\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
|
|
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
|
|
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
|
|
stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float tmp_n = attributes.age
|
|
/ attributes.lifetime;\n\t\t float3 tmp_o = float3(tmp_n, tmp_n, tmp_n);\n\t\t
|
|
float3 tmp_q = tmp_o * float3(0.00355878542, 1.80715048, -0.377331018);\n\t\t
|
|
float3 tmp_r = float3(0.00343398959, 0.154610634, -0.171632811) + tmp_q;\n\t\t
|
|
uint tmp_t = attributes.particleId / (uint)100;\n\t\t uint tmp_u = tmp_t
|
|
* (uint)100;\n\t\t uint tmp_v = attributes.particleId - tmp_u;\n\t\t
|
|
float tmp_w = (float)tmp_v;\n\t\t float tmp_y = tmp_w / (float)100;\n\t\t
|
|
float3 tmp_z = float3(tmp_y, tmp_y, tmp_y);\n\t\t float3 tmp_bc = tmp_o
|
|
* float3(0.000674147625, 1.80841029, 0.373897552);\n\t\t float3 tmp_bd =
|
|
float3(0.00315686408, 0.138010621, 0.167209581) + tmp_bc;\n\t\t float3 tmp_be
|
|
= tmp_bd - tmp_r;\n\t\t float3 tmp_bf = tmp_z * tmp_be;\n\t\t float3
|
|
tmp_bg = tmp_r + tmp_bf;\n\t\t SetAttribute_CAC29745( /*inout */attributes.position,
|
|
tmp_bg);\n\t\t}\n\t\t{\n\t\t float tmp_n = attributes.age / attributes.lifetime;\n\t\t
|
|
float3 tmp_o = float3(tmp_n, tmp_n, tmp_n);\n\t\t float3 tmp_q = tmp_o *
|
|
float3(0.00355878542, 1.80715048, -0.377331018);\n\t\t float3 tmp_r = float3(0.00343398959,
|
|
0.154610634, -0.171632811) + tmp_q;\n\t\t float tmp_s = (float)attributes.particleId;\n\t\t
|
|
float tmp_u = tmp_s + (float)1;\n\t\t uint tmp_v = (uint)tmp_u;\n\t\t
|
|
uint tmp_x = tmp_v / (uint)100;\n\t\t uint tmp_y = tmp_x * (uint)100;\n\t\t
|
|
uint tmp_z = tmp_v - tmp_y;\n\t\t float tmp_ba = (float)tmp_z;\n\t\t
|
|
bool tmp_bc = tmp_ba == (float)0;\n\t\t float tmp_be = tmp_bc ? (float)100
|
|
: tmp_ba;\n\t\t float tmp_bf = tmp_be / (float)100;\n\t\t float3 tmp_bg
|
|
= float3(tmp_bf, tmp_bf, tmp_bf);\n\t\t float3 tmp_bj = tmp_o * float3(0.000674147625,
|
|
1.80841029, 0.373897552);\n\t\t float3 tmp_bk = float3(0.00315686408, 0.138010621,
|
|
0.167209581) + tmp_bj;\n\t\t float3 tmp_bl = tmp_bk - tmp_r;\n\t\t float3
|
|
tmp_bm = tmp_bg * tmp_bl;\n\t\t float3 tmp_bn = tmp_r + tmp_bm;\n\t\t
|
|
SetAttribute_2CF40008( /*inout */attributes.targetPosition, tmp_bn);\n\t\t}\n\t\tAge(
|
|
/*inout */attributes.age, deltaTime_c);\n\t\tReap(attributes.age, attributes.lifetime,
|
|
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
|
0x8 + 0x1900) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x1904) << 2,asuint(attributes.targetPosition));\n\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x7D00) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
|
|
* 0x2 + 0x7D01) << 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]Output Particle Line'
|
|
source: "Shader \"Hidden/VFX/JacobsLadder/System 1/Output Particle Line\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags
|
|
{ \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\"
|
|
}\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
|
|
SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
|
|
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
|
|
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
|
|
(2)\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT
|
|
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
|
|
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
|
|
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
|
|
VFX_BLENDMODE_ADD 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t\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 uniform_b;\n\t\t float3 uniform_a;\n\t\t float Color_e;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
|
|
Attributes\n\t\t{\n\t\t float lifetime;\n\t\t float3 position;\n\t\t
|
|
float3 targetPosition;\n\t\t float age;\n\t\t uint particleId;\n\t\t
|
|
float3 color;\n\t\t float alpha;\n\t\t bool alive;\n\t\t};\n\t\t\n\t\tstruct
|
|
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture3D attributeMap_a;\n\t\tSamplerState
|
|
samplerattributeMap_a;\n\t\tfloat4 attributeMap_a_TexelSize;\n\t\t\n\t\tTexture3D
|
|
attributeMap_b;\n\t\tSamplerState samplerattributeMap_b;\n\t\tfloat4 attributeMap_b_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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
|
|
float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.y\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\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 and VFX_VARYING_POSCS
|
|
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
AttributeFromMap_6F69BFAC(inout float3 position, VFXSampler3D attributeMap,
|
|
float3 SamplePosition, float LOD, float3 valueBias, float3 valueScale) /*attribute:position
|
|
Composition:Add SampleMode:Sample3DLOD channels:XZ */\n\t\t\t{\n\t\t\t \n\t\t\t
|
|
float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t position
|
|
+= value;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85D1D(inout float3 targetPosition,
|
|
VFXSampler3D attributeMap, float3 SamplePosition, float LOD, float3 valueBias,
|
|
float3 valueScale) /*attribute:targetPosition Composition:Add SampleMode:Sample3DLOD
|
|
channels:XZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s,
|
|
SamplePosition, LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t
|
|
targetPosition += value;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC5(inout float3
|
|
color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
|
|
channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_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 =
|
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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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
|
|
(pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
|
|
pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
|
|
- pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\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\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
|
|
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
|
|
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x7D00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
|
|
0x2 + 0x7D01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x7D01) << 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 * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x7D00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_p = attributes.position + uniform_a;\n\t\t\t\t uint tmp_t = attributes.particleId
|
|
/ (uint)100;\n\t\t\t\t uint tmp_u = tmp_t * (uint)100;\n\t\t\t\t uint
|
|
tmp_v = attributes.particleId - tmp_u;\n\t\t\t\t float tmp_w = (float)tmp_v;\n\t\t\t\t
|
|
float tmp_y = tmp_w / (float)100;\n\t\t\t\t float tmp_z = SampleCurve(uniform_b,tmp_y);\n\t\t\t\t
|
|
float3 tmp_ba = float3(tmp_z, tmp_z, tmp_z);\n\t\t\t\t AttributeFromMap_6F69BFAC(
|
|
/*inout */attributes.position, GetVFXSampler(attributeMap_a, samplerattributeMap_a),
|
|
tmp_p, (float)0, float3(-0.5, -0.5, -0.5), tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_p = attributes.targetPosition + uniform_a;\n\t\t\t\t float tmp_s
|
|
= (float)attributes.particleId;\n\t\t\t\t float tmp_u = tmp_s + (float)1;\n\t\t\t\t
|
|
uint tmp_v = (uint)tmp_u;\n\t\t\t\t uint tmp_x = tmp_v / (uint)100;\n\t\t\t\t
|
|
uint tmp_y = tmp_x * (uint)100;\n\t\t\t\t uint tmp_z = tmp_v - tmp_y;\n\t\t\t\t
|
|
float tmp_ba = (float)tmp_z;\n\t\t\t\t bool tmp_bb = tmp_ba == (float)0;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb ? (float)100 : tmp_ba;\n\t\t\t\t float tmp_be = tmp_bd
|
|
/ (float)100;\n\t\t\t\t float tmp_bf = SampleCurve(uniform_b,tmp_be);\n\t\t\t\t
|
|
float3 tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n\t\t\t\t AttributeFromMap_62C85D1D(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_a, samplerattributeMap_a),
|
|
tmp_p, (float)0, float3(-0.5, -0.5, -0.5), tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(123.737335, 45.1910286,
|
|
205.511566));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout
|
|
*/attributes.color, float3(100, 100, 100));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_80EE2EEB(
|
|
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
|
|
Color_e);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
|
|
o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\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\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tattributes.position
|
|
= mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tattributes.targetPosition
|
|
= mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4
|
|
pos0 = TransformPositionVFXToClip(attributes.position);\n\t\t\t\tfloat4 pos1
|
|
= TransformPositionVFXToClip(attributes.targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
|
|
= ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
|
|
ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2
|
|
dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1]
|
|
/ UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst
|
|
float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float
|
|
thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
|
|
/ _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w,
|
|
0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4
|
|
vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef
|
|
VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f
|
|
: 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position
|
|
in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos
|
|
= ((id >> 1) & 1) ? attributes.position : attributes.targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= vPosArray[id & 3];\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT
|
|
&& defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA
|
|
= attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t#define
|
|
VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0\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\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\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\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\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 IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective
|
|
float pixelOffset : TEXCOORD0; // for AA\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_EXPOSURE_WEIGHT\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
|
|
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
|
posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
|
|
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\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#if IS_TRANSPARENT_PARTICLE\n\t\t#define
|
|
VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
|
|
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
|
|
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z\n\t\t#endif\n\t\t\n\t\t
|
|
#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
|
|
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS
|
|
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
|
|
AttributeFromMap_6F69BFAC(inout float3 position, VFXSampler3D attributeMap,
|
|
float3 SamplePosition, float LOD, float3 valueBias, float3 valueScale) /*attribute:position
|
|
Composition:Add SampleMode:Sample3DLOD channels:XZ */\n\t\t\t{\n\t\t\t \n\t\t\t
|
|
float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s, SamplePosition,
|
|
LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t position
|
|
+= value;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C85D1D(inout float3 targetPosition,
|
|
VFXSampler3D attributeMap, float3 SamplePosition, float LOD, float3 valueBias,
|
|
float3 valueScale) /*attribute:targetPosition Composition:Add SampleMode:Sample3DLOD
|
|
channels:XZ */\n\t\t\t{\n\t\t\t \n\t\t\t float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s,
|
|
SamplePosition, LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t
|
|
targetPosition += value;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC5(inout float3
|
|
color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
|
|
channels:XZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
|
|
AttributeFromCurve_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
|
|
(pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
|
|
pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
|
|
- pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\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\tuint
|
|
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
|
|
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
|
|
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
|
|
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
|
|
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
|
|
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x7D00) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
|
|
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
|
|
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
|
|
0x2 + 0x7D01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
|
|
= (attributeBuffer.Load((index * 0x2 + 0x7D01) << 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 * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.targetPosition
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.age
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x7D00) << 2));\n\t\t\t\t\t\tattributes.particleId
|
|
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.color
|
|
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
|
|
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
|
|
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_p = attributes.position + uniform_a;\n\t\t\t\t uint tmp_t = attributes.particleId
|
|
/ (uint)100;\n\t\t\t\t uint tmp_u = tmp_t * (uint)100;\n\t\t\t\t uint
|
|
tmp_v = attributes.particleId - tmp_u;\n\t\t\t\t float tmp_w = (float)tmp_v;\n\t\t\t\t
|
|
float tmp_y = tmp_w / (float)100;\n\t\t\t\t float tmp_z = SampleCurve(uniform_b,tmp_y);\n\t\t\t\t
|
|
float3 tmp_ba = float3(tmp_z, tmp_z, tmp_z);\n\t\t\t\t AttributeFromMap_6F69BFAC(
|
|
/*inout */attributes.position, GetVFXSampler(attributeMap_a, samplerattributeMap_a),
|
|
tmp_p, (float)0, float3(-0.5, -0.5, -0.5), tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
float3 tmp_p = attributes.targetPosition + uniform_a;\n\t\t\t\t float tmp_s
|
|
= (float)attributes.particleId;\n\t\t\t\t float tmp_u = tmp_s + (float)1;\n\t\t\t\t
|
|
uint tmp_v = (uint)tmp_u;\n\t\t\t\t uint tmp_x = tmp_v / (uint)100;\n\t\t\t\t
|
|
uint tmp_y = tmp_x * (uint)100;\n\t\t\t\t uint tmp_z = tmp_v - tmp_y;\n\t\t\t\t
|
|
float tmp_ba = (float)tmp_z;\n\t\t\t\t bool tmp_bb = tmp_ba == (float)0;\n\t\t\t\t
|
|
float tmp_bd = tmp_bb ? (float)100 : tmp_ba;\n\t\t\t\t float tmp_be = tmp_bd
|
|
/ (float)100;\n\t\t\t\t float tmp_bf = SampleCurve(uniform_b,tmp_be);\n\t\t\t\t
|
|
float3 tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n\t\t\t\t AttributeFromMap_62C85D1D(
|
|
/*inout */attributes.targetPosition, GetVFXSampler(attributeMap_a, samplerattributeMap_a),
|
|
tmp_p, (float)0, float3(-0.5, -0.5, -0.5), tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
SetAttribute_FDD06EC5( /*inout */attributes.color, float3(123.737335, 45.1910286,
|
|
205.511566));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout
|
|
*/attributes.color, float3(100, 100, 100));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_80EE2EEB(
|
|
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
|
|
Color_e);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
|
|
o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\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\tfloat4x4
|
|
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tattributes.position
|
|
= mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tattributes.targetPosition
|
|
= mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4
|
|
pos0 = TransformPositionVFXToClip(attributes.position);\n\t\t\t\tfloat4 pos1
|
|
= TransformPositionVFXToClip(attributes.targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
|
|
= ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
|
|
ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2
|
|
dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1]
|
|
/ UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst
|
|
float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float
|
|
thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
|
|
/ _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w,
|
|
0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4
|
|
vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef
|
|
VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f
|
|
: 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position
|
|
in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos
|
|
= ((id >> 1) & 1) ? attributes.position : attributes.targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= vPosArray[id & 3];\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT
|
|
&& defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA
|
|
= attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
|
|
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
|
|
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\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\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\t\n\t\t\t\t//
|
|
Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f -
|
|
abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color,
|
|
i);\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 o.color = VFXTransformFinalColor(o.color);\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"
|
|
m_Infos:
|
|
m_Expressions:
|
|
m_Expressions:
|
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