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SetAttribute_C707D62A(inout float3 + position, float3 Position) /*attribute:position Composition:Add Source:Slot + Random:Off channels:XYZ */\n{\n position += Position;\n}\nvoid SetAttribute_D238196D(inout + float3 position, float3 Position) /*attribute:position Composition:Multiply + Source:Slot Random:Off channels:XYZ */\n{\n position *= Position;\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 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 VFX_USE_ALIVE_CURRENT\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 uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n float + lifetime = (float)1;\n float3 position = float3(0, 0, 0);\n uint + seed = (uint)0;\n float3 direction = float3(0, 0, 1);\n float3 + velocity = float3(0, 0, 0);\n float age = (float)0;\n uint particleId + = (uint)0;\n bool alive = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n + \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n + \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n + \ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_a);\n {\n + \ float2 tmp_bn = GeneratePerlinNoise(uniform_e, uniform_f.x, asint(uniform_g), + uniform_f.y, uniform_f.z);\n float tmp_bo = tmp_bn[0];\n float + tmp_bq = tmp_bo - (float)-1;\n float tmp_bs = tmp_bq / (float)2;\n + \ float tmp_bt = tmp_bs * uniform_h;\n float tmp_bu = uniform_d + + tmp_bt;\n float tmp_bv = tmp_bu * uniform_i;\n PositionSphere_0( + /*inout */position, /*inout */seed, /*inout */direction, ArcSphere_sphere_center_b, + tmp_bv, ArcSphere_arc_b, (float)1);\n }\n {\n float3 + tmp_bn = position * uniform_k;\n float4 tmp_bo = GeneratePerlinNoise(tmp_bn, + uniform_l.x, asint(uniform_m), uniform_l.y, uniform_l.z);\n float + tmp_bp = tmp_bo[1];\n float tmp_bq = tmp_bp * uniform_n;\n float + tmp_br = tmp_bo[2];\n float tmp_bs = tmp_br * uniform_n;\n float + tmp_bt = tmp_bo[3];\n float tmp_bu = tmp_bt * uniform_n;\n float3 + tmp_bv = float3(tmp_bq, tmp_bs, tmp_bu);\n float3 tmp_bw = tmp_bv + * uniform_o;\n SetAttribute_C707D62A( /*inout */position, tmp_bw);\n + \ }\n SetAttribute_D238196D( /*inout */position, Position_d);\n + \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint + deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n + \ attributeBuffer.Store3((index * 0x4 + 0x88C0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x2ABC0) << 2,asuint(seed));\n + \ attributeBuffer.Store3((index * 0x4 + 0x33480) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x2 + 0x55780) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x1 + 0x66900) << 2,asuint(particleId));\n + \ attributeBuffer.Store((index * 0x2 + 0x55781) << 2,uint(alive));\n + \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n + \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n + \ attributeBuffer.Store3((index * 0x4 + 0x88C0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x2ABC0) << 2,asuint(seed));\n + \ attributeBuffer.Store3((index * 0x4 + 0x33480) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x2 + 0x55780) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0x66900) << 2,asuint(particleId));\n attributeBuffer.Store((index + * 0x2 + 0x55781) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_MASS_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_HAS_INDIRECT_DRAW 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float3 + Position_d;\n float Intensity_a;\n float Drag_a;\n float deltaTime_a;\n + \ float uniform_g;\n float uniform_h;\n float uniform_i;\n float + uniform_j;\n uint2 PADDING_0;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState + samplerVectorField_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\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\nvoid VectorFieldForce_267A9(inout + float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4 + InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float + deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative ClosedField:False + ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, + float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField, + vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n + \ \n velocity += ((value * Intensity) - velocity) * min(1.0f,Drag * deltaTime + / mass);\n}\nvoid SetAttribute_99ECB8DD(inout float age, float Age) /*attribute:age + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n age = Age;\n}\nvoid + Drag_0(inout float3 velocity, float mass, float dragCoefficient, float deltaTime) + /*UseParticleSize:False */\n{\n velocity *= max(0.0,(1.0 - (dragCoefficient + * deltaTime) / mass));\n}\nvoid SetAttribute_D238196D(inout float3 position, + float3 Position) /*attribute:position Composition:Multiply Source:Slot Random:Off + channels:XYZ */\n{\n position *= Position;\n}\nvoid EulerIntegration(inout + float3 position, float3 velocity, float deltaTime)\n{\n position += velocity + * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid + Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) + { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x2 + 0x55781) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x88C0) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x33480) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + + 0x55780) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + + 0x66900) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tVectorFieldForce_267A9( /*inout */velocity, + mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), InvFieldTransform_a, + FieldTransform_a, Intensity_a, Drag_a, deltaTime_a);\n\t\t\t{\n\t\t\t bool + tmp_bj = uniform_g > age;\n\t\t\t float tmp_bk = tmp_bj ? age : uniform_g;\n\t\t\t + \ SetAttribute_99ECB8DD( /*inout */age, tmp_bk);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ uint tmp_bj = particleId ^ asuint(uniform_i);\n\t\t\t float tmp_bk = + FixedRand(tmp_bj);\n\t\t\t float tmp_bl = deltaTime_a * tmp_bk;\n\t\t\t float + tmp_bm = uniform_h + tmp_bl;\n\t\t\t float tmp_bn = tmp_bm * uniform_j;\n\t\t\t + \ Drag_0( /*inout */velocity, mass, tmp_bn, deltaTime_a);\n\t\t\t}\n\t\t\tSetAttribute_D238196D( + /*inout */position, Position_d);\n\t\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x88C0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x33480) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x2 + 0x55780) << 2,asuint(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\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x2 + 0x55781) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x88C0) << 2));\n\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x33480) << 2));\n\t\tfloat + mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + + 0x55780) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + + 0x66900) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + 0x55781) + << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tVectorFieldForce_267A9( /*inout */velocity, + mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), InvFieldTransform_a, + FieldTransform_a, Intensity_a, Drag_a, deltaTime_a);\n\t\t{\n\t\t bool tmp_bj + = uniform_g > age;\n\t\t float tmp_bk = tmp_bj ? age : uniform_g;\n\t\t SetAttribute_99ECB8DD( + /*inout */age, tmp_bk);\n\t\t}\n\t\t{\n\t\t uint tmp_bj = particleId ^ asuint(uniform_i);\n\t\t + \ float tmp_bk = FixedRand(tmp_bj);\n\t\t float tmp_bl = deltaTime_a * + tmp_bk;\n\t\t float tmp_bm = uniform_h + tmp_bl;\n\t\t float tmp_bn = + tmp_bm * uniform_j;\n\t\t Drag_0( /*inout */velocity, mass, tmp_bn, deltaTime_a);\n\t\t}\n\t\tSetAttribute_D238196D( + /*inout */position, Position_d);\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x88C0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + + 0x33480) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x2 + + 0x55780) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x2 + 0x55781) + << 2,uint(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]Quad Output' + source: "Shader \"Hidden/VFX/System 1/Quad Output\"\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\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT + 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_SEED_CURRENT + 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define + VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT + 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define + VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define + VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define + VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define + VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT + 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT + 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define + VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define VFX_PRIMITIVE_QUAD + 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + \ float4 Angle_x_a;\n\t\t float4 Angle_y_a;\n\t\t float4 Angle_z_a;\n\t\t + \ float3 Front_c;\n\t\t float Size_b;\n\t\t float3 Up_c;\n\t\t float + Color_d;\n\t\t float3 Color_e;\n\t\t float uniform_k;\n\t\t float3 + uniform_j;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState + samplermainTexture;\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\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + 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\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\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\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\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\tnointerpolation 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\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\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + 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};\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#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\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + AttributeFromCurve_F9F85A53(inout float angleX, inout float angleY, inout float + angleZ, inout uint seed, float4 Angle_x, float4 Angle_y, float4 Angle_z) /*attribute:angle + Composition:Overwrite AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = RAND;\n\t\t\t + \ float3 value = 0.0f;\n\t\t\t value[0] = SampleCurve(Angle_x, t);\n\t\t\t + \ value[1] = SampleCurve(Angle_y, t);\n\t\t\t value[2] = SampleCurve(Angle_z, + t);\n\t\t\t angleX = value.x;\n\t\t\t angleY = value.y;\n\t\t\t angleZ + = value.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float + Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid Orient_4(inout float3 + axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation + */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t + \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = age / + lifetime;\n\t\t\t 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 + SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color + Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color + = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex + vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\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\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\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\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\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x88C0) << 2));\n\t\t\t\t\t\tuint + seed = (attributeBuffer.Load((index * 0x1 + 0x2ABC0) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x55780) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x55781) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x55781) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x88C0) << 2));\n\t\t\t\t\t\tuint + seed = (attributeBuffer.Load((index * 0x1 + 0x2ABC0) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x55780) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (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\tAttributeFromCurve_F9F85A53( + /*inout */angleX, /*inout */angleY, /*inout */angleZ, /*inout */seed, Angle_x_a, + Angle_y_a, Angle_z_a);\n\t\t\t\tSetAttribute_3278B22F( /*inout */size, Size_b);\n\t\t\t\tOrient_4( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, Front_c, Up_c);\n\t\t\t\tAttributeFromCurve_48A86161( + /*inout */color, /*inout */alpha, age, lifetime, Color_d);\n\t\t\t\t{\n\t\t\t\t + \ float3 tmp_bk = position - uniform_j;\n\t\t\t\t float3 tmp_bl = tmp_bk + * tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bl[2];\n\t\t\t\t float tmp_bn = + tmp_bl[1];\n\t\t\t\t float tmp_bo = tmp_bm + tmp_bn;\n\t\t\t\t float tmp_bp + = tmp_bl[0];\n\t\t\t\t float tmp_bq = tmp_bo + tmp_bp;\n\t\t\t\t float + tmp_bs = pow(tmp_bq, (float)0.5);\n\t\t\t\t float tmp_bt = tmp_bs / uniform_k;\n\t\t\t\t + \ float tmp_bu = (float)1 - tmp_bt;\n\t\t\t\t float tmp_bv = saturate(tmp_bu);\n\t\t\t\t + \ SetAttribute_18B2FD0( /*inout */color, Color_e, tmp_bv);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\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\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(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= 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 + *= 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 + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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 * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\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 + = 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 = 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 && 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\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\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\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, 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\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\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\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.cginc\"\n\t\t\t\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\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\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\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\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]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = 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