From ca04317b097c2915a42d5a846f9a3cdbd9289f7e Mon Sep 17 00:00:00 2001
From: Nicolas B <34476051+Nico04@users.noreply.github.com>
Date: Sat, 2 Mar 2019 17:17:12 +0100
Subject: [PATCH] [New] StreamLines GPU
---
Assets/Scenes/Main.unity | 19 +-
Assets/Scripts/Builders/Builder.cs | 4 -
.../Scripts/Builders/StreamlinesGpuBuilder.cs | 85 +-
.../Builders/TracerInjectionGridGpuBuilder.cs | 87 +-
Assets/Scripts/Helpers/MethodExtensions.cs | 7 +
Assets/Scripts/TrajectoriesManager.cs | 4 +-
Assets/Scripts/UI/VisibilityControler.cs | 8 +-
.../Visual Effects/ParticlesSpawner_Batch.vfx | 4628 +++--------
.../ParticlesSpawner_Batch.vfx.meta | 2 +-
.../ParticlesSpawner_Batch2.vfx | 5911 --------------
.../ParticlesSpawner_Batch2.vfx.meta | 7 -
.../Visual Effects/ParticlesSpawner_Proto.vfx | 7135 -----------------
.../ParticlesSpawner_Proto.vfx.meta | 7 -
Assets/Visual Effects/StreamLines.vfx | 4966 ++----------
Packages/manifest.json | 4 +-
15 files changed, 2031 insertions(+), 20843 deletions(-)
delete mode 100644 Assets/Visual Effects/ParticlesSpawner_Batch2.vfx
delete mode 100644 Assets/Visual Effects/ParticlesSpawner_Batch2.vfx.meta
delete mode 100644 Assets/Visual Effects/ParticlesSpawner_Proto.vfx
delete mode 100644 Assets/Visual Effects/ParticlesSpawner_Proto.vfx.meta
diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/Main.unity
index 4fd343a..a92812a 100644
--- a/Assets/Scenes/Main.unity
+++ b/Assets/Scenes/Main.unity
@@ -1600,7 +1600,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
- m_IsActive: 0
+ m_IsActive: 1
--- !u!4 &1235011586
Transform:
m_ObjectHideFlags: 0
@@ -1622,7 +1622,7 @@ VFXRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1235011585}
- m_Enabled: 0
+ m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
@@ -1680,6 +1680,9 @@ VisualEffect:
m_Array: []
m_Uint:
m_Array:
+ - m_Value: 8
+ m_Name: SegmentCount
+ m_Overridden: 0
- m_Value: 3
m_Name: TextureWidth
m_Overridden: 0
@@ -1693,6 +1696,12 @@ VisualEffect:
m_Array: []
m_NamedObject:
m_Array:
+ - m_Value: {fileID: 0}
+ m_Name: Alphas
+ m_Overridden: 0
+ - m_Value: {fileID: 0}
+ m_Name: Colors
+ m_Overridden: 0
- m_Value: {fileID: 2800000, guid: f1194d9b3428f524aac4396f56a868c9, type: 3}
m_Name: Trajectories
m_Overridden: 0
@@ -2125,9 +2134,9 @@ MonoBehaviour:
- Tracers Visibility (default : c)\r\n - Tracers
GPU Visibility (default : Alt + c)\r\n - Streamlines
Visibility (default : v)\r\n - Streamlines GPU
- Visibility (default : Alt + v)\r [SOON]\n
- - Grid Maps Visibility (default : b)\r\n - Pause/Resume
- (default : Escape)\n\n(Mapping
+ Visibility (default : Alt + v)\r\n - Grid Maps
+ Visibility (default : b)\r\n - Pause/Resume (default
+ : Escape)\n\n(Mapping
can be changed at startup in the input section)"
--- !u!222 &1573287552
CanvasRenderer:
diff --git a/Assets/Scripts/Builders/Builder.cs b/Assets/Scripts/Builders/Builder.cs
index e5bd21a..dcd68ad 100644
--- a/Assets/Scripts/Builders/Builder.cs
+++ b/Assets/Scripts/Builders/Builder.cs
@@ -63,10 +63,6 @@ public void CancelBuild() {
}
public Builder() {
- //Disable automatic behaviour for StreamlinesGpuBuilder so it doesn't appears is the App, because it is not ready for production
- if (this is StreamlinesGpuBuilder)
- return;
-
Builders.Add(this);
_buildersIsSorted = false;
}
diff --git a/Assets/Scripts/Builders/StreamlinesGpuBuilder.cs b/Assets/Scripts/Builders/StreamlinesGpuBuilder.cs
index 4951556..12c010d 100644
--- a/Assets/Scripts/Builders/StreamlinesGpuBuilder.cs
+++ b/Assets/Scripts/Builders/StreamlinesGpuBuilder.cs
@@ -13,38 +13,85 @@ protected override void Start() {
_visualEffect = GetComponent();
}
- private const float SampleValue = 1;
- private Texture2D _texture; //We need to keep a ref to the texture because SetTexture only make a binding.
+ private const int SampleValue = 4;
+ private Texture2D _positionsTexture; //We need to keep a ref to the texture because SetTexture only make a binding.
+ private Texture2D _colorsTexture; //We need to keep a ref to the texture because SetTexture only make a binding.
+ private Texture2D _alphasTexture; //We need to keep a ref to the texture because SetTexture only make a binding.
protected override async Task Build(CancellationToken cancellationToken) {
//Get trajectories
var trajectories = await TrajectoriesManager.Instance.GetInjectionGridTrajectories(cancellationToken).ConfigureAwait(true);
- //Get texture size
+ //Create textures
//Unity max texture width or height is 16k : cannot use a mono-line texture.
- int size = (int)Math.Ceiling(Math.Sqrt(trajectories.Sum(t => Math.Ceiling(t.Points.Length / SampleValue))));
- _texture = new Texture2D(size, size, TextureFormat.RGBAFloat, false) {
+ int size = (int)Math.Ceiling(Math.Sqrt(trajectories.Sum(t => Math.Ceiling((float)t.Points.Length / SampleValue))));
+ _positionsTexture = new Texture2D(size, size, TextureFormat.RGBAFloat, false) {
filterMode = FilterMode.Point,
wrapMode = TextureWrapMode.Clamp //Important for vfx index access
- };
+ };
- var textureData = _texture.GetRawTextureData();
-
+ _colorsTexture = new Texture2D(size, size, TextureFormat.RGB24, false) {
+ filterMode = FilterMode.Point,
+ wrapMode = TextureWrapMode.Clamp //Important for vfx index access
+ };
+
+ _alphasTexture = new Texture2D(size, size, TextureFormat.RFloat, false) {
+ filterMode = FilterMode.Point,
+ wrapMode = TextureWrapMode.Clamp //Important for vfx index access
+ };
+
+ //Get textures data
+ var positionsTextureData = _positionsTexture.GetRawTextureData();
+ var colorsTextureData = _colorsTexture.GetPixels32();
+ var alphasTextureData = _alphasTexture.GetRawTextureData();
+
+ //Set pixels data
int currentPixelIndex = 0;
- foreach (var trajectory in trajectories) {
- for (var p = 0; p < trajectory.Points.Length; p += (int)SampleValue) {
- textureData[currentPixelIndex++] = trajectory.Points[p];
+ await Task.Run(() => {
+ foreach (var trajectory in trajectories) {
+ cancellationToken.ThrowIfCancellationRequested();
+ int pNext;
+
+ for (var p = 0; p < trajectory.Points.Length; p = pNext) {
+ pNext = p + SampleValue;
+
+ //Position
+ positionsTextureData[currentPixelIndex] = trajectory.Points[p];
+
+ //Color (distance-proportional
+ //If next point exist on this trajectory
+ if (pNext < trajectory.Points.Length) {
+ //Compute the average distance
+ int i = p;
+ float sumDist = 0f;
+ while (i < pNext) {
+ sumDist += trajectory.Distances[i];
+ i++;
+ }
+
+ float distAverage = sumDist / (pNext - p);
+ colorsTextureData[currentPixelIndex] = Color.HSVToRGB(distAverage.Remap(0, 3 * TrajectoriesManager.Instance.TrajectoriesAverageDistance, 0.66f, 1f, true), 1f, 1f); //color scale commonly use (3 * average) as maximum
+
+ //Set alpha to visible (default value is 0f = invisible)
+ alphasTextureData[currentPixelIndex] = 1f;
+ }
+
+ currentPixelIndex++;
+ }
}
- }
+ }, cancellationToken).ConfigureAwait(true);
- _texture.Apply();
+
+ //Apply texture modif
+ _positionsTexture.Apply();
+ _colorsTexture.SetPixels32(colorsTextureData);
+ _colorsTexture.Apply();
+ _alphasTexture.Apply();
//Apply value to VFX
_visualEffect.Reinit(); //Reset vfx otherwise all particules are mixed up between trajectories (colors are mixed)
- _visualEffect.SetUInt("TextureWidth", Convert.ToUInt32(_texture.width));
- _visualEffect.SetFloat("DistanceMax", TrajectoriesManager.Instance.TrajectoriesDistanceMax);
- _visualEffect.SetFloat("DistanceColorMax", 3 * TrajectoriesManager.Instance.TrajectoriesAverageDistance); //color scale commonly use (3 * average) as maximum
- _visualEffect.SetTexture("Trajectories", _texture);
-
- //Debug.Log($"BuildStreamLines|size={size}|");
+ _visualEffect.SetUInt("SegmentCount", Convert.ToUInt32(currentPixelIndex - 1));
+ _visualEffect.SetTexture("Trajectories", _positionsTexture);
+ _visualEffect.SetTexture("Colors", _colorsTexture);
+ _visualEffect.SetTexture("Alphas", _alphasTexture);
}
}
diff --git a/Assets/Scripts/Builders/TracerInjectionGridGpuBuilder.cs b/Assets/Scripts/Builders/TracerInjectionGridGpuBuilder.cs
index 605a03f..814e106 100644
--- a/Assets/Scripts/Builders/TracerInjectionGridGpuBuilder.cs
+++ b/Assets/Scripts/Builders/TracerInjectionGridGpuBuilder.cs
@@ -48,43 +48,41 @@ protected override async Task Build(CancellationToken cancellationToken) {
var positionsTextureData = _positionsTexture.GetRawTextureData();
var colorsTextureData = _colorsTexture.GetPixels32();
- //Apply value to VFX
- _visualEffect.Reinit(); //Reset vfx otherwise all particules are mixed up between trajectories (colors are mixed)
- _visualEffect.SetUInt("TracersCount", Convert.ToUInt32(tracersCount));
- _visualEffect.SetUInt("PositionsCount", Convert.ToUInt32(positionsCount));
- _visualEffect.SetUInt("AnimationSpeed", Convert.ToUInt32(AnimationSpeed));
-
- int tracersSum = 0;
-
/** Loop on points indices then on trajectories */
- var longEnoughTraj = trajectories;
- int longEnoughTrajCount = 0;
- int maxPointsInOneTraj = trajectories.Max(tr => tr.Points.Length) / tracerSpacing * tracerSpacing;
-
- for (int p = 0; p < maxPointsInOneTraj; p++) {
- if (p % tracerSpacing == 0) {
- tracersSum += longEnoughTrajCount;
- longEnoughTraj = longEnoughTraj.Where(t => p < (int)(t.Points.Length / tracerSpacing) * tracerSpacing).ToArray();
- longEnoughTrajCount = longEnoughTraj.Length;
+ await Task.Run(() => {
+ var longEnoughTraj = trajectories;
+ int longEnoughTrajCount = 0;
+ int maxPointsInOneTraj = trajectories.Max(tr => tr.Points.Length) / tracerSpacing * tracerSpacing;
+ int tracersSum = 0;
+ for (int p = 0; p < maxPointsInOneTraj; p++) {
+ if (p % tracerSpacing == 0) {
+ tracersSum += longEnoughTrajCount;
+ longEnoughTraj = longEnoughTraj.Where(t => p < (int) (t.Points.Length / tracerSpacing) * tracerSpacing).ToArray();
+ longEnoughTrajCount = longEnoughTraj.Length;
+ }
+
+ // Loop on trajectories containing at least p indices
+ for (int t = 0; t < longEnoughTrajCount; t++) {
+ var traj = longEnoughTraj[t];
+ var point = traj.Points[p];
+
+ int pixelIndex = t + tracersSum + (p % tracerSpacing) * tracersCount;
+ positionsTextureData[pixelIndex] = point;
+ colorsTextureData[pixelIndex] = traj.Color;
+ }
}
+ }, cancellationToken).ConfigureAwait(true);
- // Loop on trajectories containing at least p indices
- for (int t = 0; t < longEnoughTrajCount; t++) {
- var traj = longEnoughTraj[t];
- var point = traj.Points[p];
-
- int pixelIndex = t + tracersSum + (p % tracerSpacing) * tracersCount;
- positionsTextureData[pixelIndex] = point;
- colorsTextureData[pixelIndex] = traj.Color;
- }
- }
-
+ //Apply textures modif
_positionsTexture.Apply();
_colorsTexture.SetPixels32(colorsTextureData);
_colorsTexture.Apply();
//Apply value to VFX
- //_visualEffect.Reinit();
+ _visualEffect.Reinit(); //Reset vfx otherwise all particules are mixed up between trajectories (colors are mixed)
+ _visualEffect.SetUInt("TracersCount", Convert.ToUInt32(tracersCount));
+ _visualEffect.SetUInt("PositionsCount", Convert.ToUInt32(positionsCount));
+ _visualEffect.SetUInt("AnimationSpeed", Convert.ToUInt32(AnimationSpeed));
_visualEffect.SetTexture("Positions", _positionsTexture);
_visualEffect.SetTexture("Colors", _colorsTexture);
@@ -123,37 +121,6 @@ await Task.Run(() =>
}*/
}
- /** Old Method
- private Texture2D _texture; //We need to keep a ref to the texture because SetTexture only make a binding.
- protected override async Task Build(CancellationToken cancellationToken) {
- var trajectories = TrajectoriesManager.Instance.Trajectories;
- _texture = new Texture2D(trajectories.Max(t => t.Points.Length), trajectories.Length, TextureFormat.RGBAFloat, false);
-
- var textureData = _texture.GetRawTextureData();
-
- for (int y = 0; y < _texture.height; y++) {
- var trajectory = trajectories[y];
- for (int x = 0; x < trajectory.Points.Length; x++) {
- Vector4 pixel = trajectory.Points[x];
- pixel.w = trajectory.Points.Length; //Store length of the trajectory in the alpha channel to be used in the vfx
-
- textureData[y * _texture.width + x] = pixel;
- }
- }
-
- _texture.Apply();
-
- //Apply value to VFX
- _visualEffect.Reinit(); //Reset vfx otherwise all particules are mixed up between trajectories (colors are mixed)
- _visualEffect.SetUInt("TextureWidth", Convert.ToUInt32(_texture.width));
- _visualEffect.SetUInt("TrajectoriesCount", Convert.ToUInt32(trajectories.Length));
- _visualEffect.SetTexture("Trajectories", _texture);
- }*/
-
- //Scale an input value that goes between 0 and max, to be in range 0 to 1.
- private float ScaleToRange01(float value, float max) => value / max;
- private static float PositionToColor(float position) => position * 1f / 20;
-
public int GetTotalParticlesCount() => _visualEffect != null ? _visualEffect.aliveParticleCount : 0;
public void Pause(bool pause) {
diff --git a/Assets/Scripts/Helpers/MethodExtensions.cs b/Assets/Scripts/Helpers/MethodExtensions.cs
index 6f33a7e..deca3c4 100644
--- a/Assets/Scripts/Helpers/MethodExtensions.cs
+++ b/Assets/Scripts/Helpers/MethodExtensions.cs
@@ -58,6 +58,11 @@ public static string ToStringLong(this Vector3 vec) {
return $"({output[0]},{output[1]},{output[2]})";
}*/
+ public static float Remap(this float value, float currentRangeMin, float currentRangeMax, float newRangeMin, float newRangeMax, bool clamp) {
+ var newValue = (value - currentRangeMin) / (currentRangeMax - currentRangeMin) * (newRangeMax - newRangeMin) + newRangeMin;
+ return clamp ? Mathf.Clamp(newValue, newRangeMin, newRangeMax) : newValue;
+ }
+
public static Vector3 SetCoordinate(this Vector3 vector, float? x = null, float? y = null, float? z = null) {
if (x != null)
vector.x = x.GetValueOrDefault();
@@ -68,6 +73,8 @@ public static Vector3 SetCoordinate(this Vector3 vector, float? x = null, float?
return vector;
}
+ public static Vector4 ToVector4(this Vector3 vector3, float w) => new Vector4(vector3.x, vector3.y, vector3.z, w);
+
private static readonly System.Diagnostics.Stopwatch StopWatch = new System.Diagnostics.Stopwatch();
public static void LogWithElapsedTime(string message) {
string timeElapsed = Mathf.RoundToInt((float)StopWatch.Elapsed.TotalMilliseconds) + "ms";
diff --git a/Assets/Scripts/TrajectoriesManager.cs b/Assets/Scripts/TrajectoriesManager.cs
index 3952814..13c00fc 100644
--- a/Assets/Scripts/TrajectoriesManager.cs
+++ b/Assets/Scripts/TrajectoriesManager.cs
@@ -200,7 +200,7 @@ public class Trajectory {
public Vector3 StartPoint => Points[0];
private float[] _distances;
- public float[] Distances => _distances ?? (_distances = BuildDistances()); //OPTI remove if streamLine only use Vfx method that doesn't need this.
+ public float[] Distances => _distances ?? (_distances = BuildDistances());
public enum Types { InjectionGrid, Manual }
public Types Type;
@@ -271,7 +271,7 @@ public Trajectory(Vector3[] points, Types type, Color? color = null) {
private float[] BuildDistances() {
var distances = new float[Points.Length - 1];
for (int i = 0; i < distances.Length; i++)
- distances[i] = Vector3.Distance(Points[i + 1], Points[i]);
+ distances[i] = Vector3.Distance(Points[i], Points[i + 1]);
return distances;
}
diff --git a/Assets/Scripts/UI/VisibilityControler.cs b/Assets/Scripts/UI/VisibilityControler.cs
index 35d5075..aa4eb3e 100644
--- a/Assets/Scripts/UI/VisibilityControler.cs
+++ b/Assets/Scripts/UI/VisibilityControler.cs
@@ -120,12 +120,12 @@ private void UpdateBuildersStatus() {
text += "\n" + ColorizeUiText(builder.Name, builder.IsVisible ? Color.white : Color.gray);
//Second part
- if (builder.IsBuilding)
- text += $" ";
-
- //Third part
if (builder.Type == Builder.Types.Gpu)
text += " [GPU]";
+
+ //Third part
+ if (builder.IsBuilding)
+ text += " ";
}
BuildersStatusText.text = text;
diff --git a/Assets/Visual Effects/ParticlesSpawner_Batch.vfx b/Assets/Visual Effects/ParticlesSpawner_Batch.vfx
index 16537bd..5069fe1 100644
--- a/Assets/Visual Effects/ParticlesSpawner_Batch.vfx
+++ b/Assets/Visual Effects/ParticlesSpawner_Batch.vfx
@@ -13,55 +13,15 @@ MonoBehaviour:
m_Name: VFXUI
m_EditorClassIdentifier:
groupInfos: []
- stickyNoteInfos:
- - title: Step Duration
- position:
- serializedVersion: 2
- x: 536
- y: -122
- width: 105
- height: 100
- contents: in seconds
- theme: Black
- textSize: Small
- - title: Texture y index
- position:
- serializedVersion: 2
- x: -338
- y: -170
- width: 107
- height: 100
- contents:
- theme: Black
- textSize: Small
- - title: Steps
- position:
- serializedVersion: 2
- x: 676
- y: -281
- width: 107
- height: 100
- contents: Number of positions for the current trajectory
- theme: Black
- textSize: Small
- - title:
- position:
- serializedVersion: 2
- x: 797
- y: -545
- width: 110
- height: 100
- contents: Colors are reset when changing resolution and they should not be
- theme: Classic
- textSize: Small
+ stickyNoteInfos: []
systemInfos: []
categories: []
uiBounds:
serializedVersion: 2
- x: -629
- y: -820
- width: 2076
- height: 1666
+ x: 201
+ y: -508
+ width: 1236
+ height: 1415
--- !u!114 &114350483966674976
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -72,43 +32,34 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7d4c867f6b72b714dbb5fd1780afe208, type: 3}
- m_Name: ParticlesSpawner_Batch
+ m_Name: ParticlesSpawner_Batch2
m_EditorClassIdentifier:
m_Parent: {fileID: 0}
m_Children:
- {fileID: 8926484042661614530}
- {fileID: 8926484042661614533}
- {fileID: 8926484042661614556}
- - {fileID: 8926484042661614893}
- {fileID: 8926484042661615138}
- {fileID: 8926484042661615153}
- - {fileID: 8926484042661615168}
- - {fileID: 8926484042661615197}
- - {fileID: 8926484042661615244}
- - {fileID: 8926484042661615299}
- - {fileID: 8926484042661615327}
- {fileID: 8926484042661615340}
- - {fileID: 8926484042661615357}
- - {fileID: 8926484042661615364}
- - {fileID: 8926484042661615378}
- - {fileID: 8926484042661615409}
- {fileID: 8926484042661615429}
- - {fileID: 8926484042661615502}
- - {fileID: 8926484042661615545}
- - {fileID: 8926484042661615517}
- - {fileID: 8926484042661615523}
- - {fileID: 8926484042661615529}
- {fileID: 8926484042661615594}
- - {fileID: 8926484042661615598}
- {fileID: 8926484042661615602}
- - {fileID: 8926484042661615641}
+ - {fileID: 8926484042661615664}
+ - {fileID: 8926484042661615666}
+ - {fileID: 8926484042661615670}
+ - {fileID: 8926484042661615695}
+ - {fileID: 8926484042661615699}
+ - {fileID: 8926484042661615714}
+ - {fileID: 8926484042661615718}
+ - {fileID: 8926484042661615725}
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
m_UIInfos: {fileID: 114340500867371532}
m_ParameterInfo:
- - name: Trajectories
- path: Trajectories
+ - name: Positions
+ path: Positions
tooltip:
sheetType: m_NamedObject
realType: Texture2D
@@ -120,8 +71,21 @@ MonoBehaviour:
min: -Infinity
max: Infinity
descendantCount: 0
- - name: TextureWidth
- path: TextureWidth
+ - name: Colors
+ path: Colors
+ tooltip:
+ sheetType: m_NamedObject
+ realType: Texture2D
+ defaultValue:
+ m_Type:
+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
+ Culture=neutral, PublicKeyToken=null
+ m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"f1194d9b3428f524aac4396f56a868c9","type":3}}'
+ min: -Infinity
+ max: Infinity
+ descendantCount: 0
+ - name: TracersCount
+ path: TracersCount
tooltip:
sheetType: m_Uint
realType: UInt32
@@ -129,12 +93,12 @@ MonoBehaviour:
m_Type:
m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 3
+ m_SerializableObject: 10
min: -Infinity
max: Infinity
descendantCount: 0
- - name: TrajectoriesCount
- path: TrajectoriesCount
+ - name: AnimationSpeed
+ path: AnimationSpeed
tooltip:
sheetType: m_Uint
realType: UInt32
@@ -142,20 +106,20 @@ MonoBehaviour:
m_Type:
m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 2
+ m_SerializableObject: 10
min: -Infinity
max: Infinity
descendantCount: 0
- - name: SpawnDelay
- path: SpawnDelay
+ - name: PositionsCount
+ path: PositionsCount
tooltip:
- sheetType: m_Float
- realType: Single
+ sheetType: m_Uint
+ realType: UInt32
defaultValue:
m_Type:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
+ m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 0.5
+ m_SerializableObject: 5
min: -Infinity
max: Infinity
descendantCount: 0
@@ -167,18 +131,15 @@ VisualEffectResource:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_Name: ParticlesSpawner_Batch
+ m_Name: ParticlesSpawner_Batch2
m_Graph: {fileID: 114350483966674976}
m_ShaderSources:
- compute: 1
name: '[System 1]Initialize'
source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
- 64\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_LIFETIME_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_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE
- 1\n\n\nCBUFFER_START(parameters)\n float uniform_b;\n float uniform_c;\n
- \ uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\n\n\n#include
+ 64\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_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_WORLD_SPACE 1\n\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
@@ -189,14 +150,10 @@ VisualEffectResource:
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer
- inputAdditional;\n#endif\n\nvoid SetAttribute_FDD06EC7(inout float3 color, float3
- Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
- */\n{\n color = Color;\n}\nvoid SetAttribute_F0142CB9(inout float lifetime,
- float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off
- channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_D5151642(inout
- float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
- Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n scaleX
- = Scale.x;\n scaleY = Scale.y;\n scaleZ = Scale.z;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
+ inputAdditional;\n#endif\n\nvoid SetAttribute_D5151642(inout float scaleX, inout
+ float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n scaleX = Scale.x;\n scaleY
+ = Scale.y;\n scaleZ = Scale.z;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
@@ -214,62 +171,36 @@ VisualEffectResource:
(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\n#endif\n float3 color
- = float3(1,1,1);\n float lifetime = (float)0;\n float scaleX =
- (float)1;\n float scaleY = (float)1;\n float scaleZ = (float)1;\n
- \ uint particleId = (uint)0;\n float3 position = float3(0,0,0);\n
- \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if
- VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
- VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
- \ \n {\n uint tmp_y = particleId / asuint(uniform_b);\n
- \ uint tmp_z = tmp_y * asuint(uniform_b);\n uint tmp_ba
- = particleId - tmp_z;\n float tmp_bb = (float)tmp_ba;\n float
- tmp_bc = tmp_bb / uniform_c;\n float2 tmp_bd = float2((float)0.001,
- tmp_bc);\n float4 tmp_bf = SampleTexture(VFX_SAMPLER(texture_b),tmp_bd,(float)0);\n
- \ float tmp_bg = tmp_bf[1];\n float tmp_bi = tmp_bg / (float)10;\n
- \ float tmp_bl = tmp_bf[2];\n float tmp_bm = tmp_bl / (float)10;\n
- \ float tmp_bo = tmp_bm * (float)0.6;\n float tmp_bp =
- (float)0.4 + tmp_bo;\n float3 tmp_bq = float3(tmp_bi, (float)1, tmp_bp);\n
- \ float3 tmp_br = HSVtoRGB(tmp_bq);\n float tmp_bs = tmp_br[0];\n
- \ float tmp_bt = tmp_br[1];\n float tmp_bu = tmp_br[2];\n
- \ float3 tmp_bv = float3(tmp_bs, tmp_bt, tmp_bu);\n SetAttribute_FDD06EC7(
- /*inout */color, tmp_bv);\n }\n {\n uint tmp_y = particleId
- / asuint(uniform_b);\n uint tmp_z = tmp_y * asuint(uniform_b);\n
- \ uint tmp_ba = particleId - tmp_z;\n float tmp_bb = (float)tmp_ba;\n
- \ float tmp_bc = tmp_bb / uniform_c;\n float2 tmp_bd =
- float2((float)0.001, tmp_bc);\n float4 tmp_bf = SampleTexture(VFX_SAMPLER(texture_b),tmp_bd,(float)0);\n
- \ float tmp_bg = tmp_bf[3];\n float tmp_bi = tmp_bg * (float)0.02;\n
- \ SetAttribute_F0142CB9( /*inout */lifetime, tmp_bi);\n }\n
- \ {\n SetAttribute_D5151642( /*inout */scaleX, /*inout */scaleY,
- \ /*inout */scaleZ, float3(0.3,0.3,0.3));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n
- \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n
- \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index
- * 0x8 + 0x0) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x2 + 0x4C4B400) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x8 + 0x3) << 2,asuint(scaleX));\n attributeBuffer.Store((index
- * 0x8 + 0x4) << 2,asuint(scaleY));\n attributeBuffer.Store((index
- * 0x8 + 0x5) << 2,asuint(scaleZ));\n attributeBuffer.Store((index
- * 0x2 + 0x4C4B401) << 2,asuint(particleId));\n attributeBuffer.Store3((index
- * 0x4 + 0x5F5E100) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x8583B00) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0x8F0D180) << 2,uint(alive));\n \n\n }\n#else\n uint
- index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
- 2,asuint(color));\n attributeBuffer.Store((index * 0x2 + 0x4C4B400) <<
- 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(scaleX));\n
- \ attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(scaleY));\n attributeBuffer.Store((index
- * 0x8 + 0x5) << 2,asuint(scaleZ));\n attributeBuffer.Store((index * 0x2
- + 0x4C4B401) << 2,asuint(particleId));\n attributeBuffer.Store3((index
- * 0x4 + 0x5F5E100) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x8583B00) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0x8F0D180) << 2,uint(alive));\n \n\n#endif\n }\n}\n"
+ \ }\n }\n */\n \n\n#endif\n float scaleX
+ = (float)1;\n float scaleY = (float)1;\n float scaleZ = (float)1;\n
+ \ float3 position = float3(0,0,0);\n float3 color = float3(1,1,1);\n
+ \ uint particleId = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n
+ \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed
+ = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_D5151642(
+ /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(0.3,0.3,0.3));\n
+ \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
+ deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
+ \ attributeBuffer.Store((index * 0x3 + 0x0) << 2,asuint(scaleX));\n
+ \ attributeBuffer.Store((index * 0x3 + 0x1) << 2,asuint(scaleY));\n
+ \ attributeBuffer.Store((index * 0x3 + 0x2) << 2,asuint(scaleZ));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x1C9C380) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x1C9C384) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x68E7780) << 2,asuint(particleId));\n
+ \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index
+ * 0x3 + 0x0) << 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x3
+ + 0x1) << 2,asuint(scaleY));\n attributeBuffer.Store((index * 0x3 + 0x2)
+ << 2,asuint(scaleZ));\n attributeBuffer.Store3((index * 0x8 + 0x1C9C380)
+ << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x1C9C384)
+ << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x68E7780)
+ << 2,asuint(particleId));\n \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 1]Update'
source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
- 64\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
- VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_WORLD_SPACE 1\n\n\nCBUFFER_START(parameters)\n float uniform_b;\n
- \ float uniform_c;\n float deltaTime_b;\n uint PADDING_0;\nCBUFFER_END\nTexture2D
- attributeMap_a;\nSamplerState samplerattributeMap_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
+ VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_WORLD_SPACE 1\n\n\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D
+ attributeMap_a;\nSamplerState samplerattributeMap_a;\nTexture2D attributeMap_b;\nSamplerState
+ samplerattributeMap_b;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
@@ -280,50 +211,51 @@ VisualEffectResource:
height);\n uint count = width * height;\n uint id = clamp(uint(index %
count), 0, count - 1);\n float3 value = (float3)attributeMap.t.Load(int3(id
% width, id / width,0));\n value = (value + valueBias) * valueScale;\n position
- = value;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
- groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x8F0D180) << 2));\n\t\t\n\n\t\tif
- (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
- 0x2 + 0x4C4B400) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index
- * 0x2 + 0x4C4B401) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0x4 + 0x5F5E100) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x8583B00) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
- = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t uint tmp_y = particleId / asuint(uniform_b);\n\t\t\t
- \ uint tmp_z = tmp_y * asuint(uniform_b);\n\t\t\t uint tmp_ba = particleId
- - tmp_z;\n\t\t\t uint tmp_bb = tmp_ba * asuint(uniform_c);\n\t\t\t float
- tmp_bc = (float)tmp_bb;\n\t\t\t float tmp_be = age / (float)0.02;\n\t\t\t
- \ float tmp_bf = tmp_bc + tmp_be;\n\t\t\t uint tmp_bg = (uint)tmp_bf;\n\t\t\t
- \ AttributeFromMap_6F6C2BFE( /*inout */position, GetVFXSampler(attributeMap_a,
- samplerattributeMap_a), tmp_bg, float3(0,0,0), float3(1,1,1));\n\t\t\t}\n\t\t\tAge(
- /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif
- (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x5F5E100) <<
- 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x8583B00)
- << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
+ = value;\n}\nvoid AttributeFromMap_9AAC17E(inout float3 color, VFXSampler2D
+ attributeMap, uint index, float3 valueBias, float3 valueScale) /*attribute:color
+ Composition:Overwrite SampleMode:Index channels:XYZ */\n{\n \n uint width,
+ height;\n attributeMap.t.GetDimensions(width, height);\n uint count =
+ width * height;\n uint id = clamp(uint(index % count), 0, count - 1);\n float3
+ value = (float3)attributeMap.t.Load(int3(id % width, id / width,0));\n value
+ = (value + valueBias) * valueScale;\n color = value;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif
+ (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C380) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C384) << 2));\n\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x1 + 0x68E7780) << 2));\n\t\t\t\n\n\t\t\t\n#if
+ VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t
+ \ uint tmp_w = asuint(uniform_b) + particleId;\n\t\t\t uint tmp_x = tmp_w
+ / asuint(uniform_c);\n\t\t\t uint tmp_y = tmp_x * asuint(uniform_c);\n\t\t\t
+ \ uint tmp_z = tmp_w - tmp_y;\n\t\t\t AttributeFromMap_6F6C2BFE( /*inout
+ */position, GetVFXSampler(attributeMap_a, samplerattributeMap_a), tmp_z, float3(0,0,0),
+ float3(1,1,1));\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_w = asuint(uniform_b)
+ + particleId;\n\t\t\t uint tmp_x = tmp_w / asuint(uniform_c);\n\t\t\t uint
+ tmp_y = tmp_x * asuint(uniform_c);\n\t\t\t uint tmp_z = tmp_w - tmp_y;\n\t\t\t
+ \ AttributeFromMap_9AAC17E( /*inout */color, GetVFXSampler(attributeMap_b,
+ samplerattributeMap_b), tmp_z, float3(0,0,0), float3(1,1,1));\n\t\t\t}\n\t\t\t\n\n\t\t\tif
+ (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x1C9C380) <<
+ 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x1C9C384)
+ << 2,asuint(color));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0x8F0D180) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex =
- deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat
- lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x4C4B400) << 2));\n\t\tuint
- particleId = (attributeBuffer.Load((index * 0x2 + 0x4C4B401) << 2));\n\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x5F5E100) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x8F0D180) << 2));\n\t\t\n\n\t\t\n#if
+ = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex
+ = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C380) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C384) << 2));\n\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x1 + 0x68E7780) << 2));\n\t\t\n\n\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t
- \ uint tmp_y = particleId / asuint(uniform_b);\n\t\t uint tmp_z = tmp_y
- * asuint(uniform_b);\n\t\t uint tmp_ba = particleId - tmp_z;\n\t\t uint
- tmp_bb = tmp_ba * asuint(uniform_c);\n\t\t float tmp_bc = (float)tmp_bb;\n\t\t
- \ float tmp_be = age / (float)0.02;\n\t\t float tmp_bf = tmp_bc + tmp_be;\n\t\t
- \ uint tmp_bg = (uint)tmp_bf;\n\t\t AttributeFromMap_6F6C2BFE( /*inout
- */position, GetVFXSampler(attributeMap_a, samplerattributeMap_a), tmp_bg, float3(0,0,0),
- float3(1,1,1));\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4
- + 0x5F5E100) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1
- + 0x8583B00) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x8F0D180)
- << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
+ \ uint tmp_w = asuint(uniform_b) + particleId;\n\t\t uint tmp_x = tmp_w
+ / asuint(uniform_c);\n\t\t uint tmp_y = tmp_x * asuint(uniform_c);\n\t\t
+ \ uint tmp_z = tmp_w - tmp_y;\n\t\t AttributeFromMap_6F6C2BFE( /*inout
+ */position, GetVFXSampler(attributeMap_a, samplerattributeMap_a), tmp_z, float3(0,0,0),
+ float3(1,1,1));\n\t\t}\n\t\t{\n\t\t uint tmp_w = asuint(uniform_b) + particleId;\n\t\t
+ \ uint tmp_x = tmp_w / asuint(uniform_c);\n\t\t uint tmp_y = tmp_x * asuint(uniform_c);\n\t\t
+ \ uint tmp_z = tmp_w - tmp_y;\n\t\t AttributeFromMap_9AAC17E( /*inout */color,
+ GetVFXSampler(attributeMap_b, samplerattributeMap_b), tmp_z, float3(0,0,0),
+ float3(1,1,1));\n\t\t}\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1C9C380)
+ << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1C9C384)
+ << 2,asuint(color));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 1]Quad Output'
@@ -333,16 +265,16 @@ VisualEffectResource:
LEqual\n\t\tZWrite On\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#include \"HLSLSupport.cginc\"\n\t\t#define NB_THREADS_PER_GROUP
- 64\n\t\t#define VFX_USE_COLOR_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_POSITION_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
- IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t\n\t\t\n\t\t\n\t\t#define
- VFX_WORLD_SPACE 1\n\t\t\n\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
+ 64\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_POSITION_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 IS_OPAQUE_PARTICLE
+ 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE
+ 1\n\t\t\n\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#define
IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
@@ -380,32 +312,30 @@ VisualEffectResource:
o = (VFX_VARYING_PS_INPUTS)0;\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\treturn o; // cull\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\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
- scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
- scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x5F5E100) << 2));\n\t\t\t\t\t\tfloat
- alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
- + 0x8F0D180) << 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)0.1;\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 * 0x1 + 0x8F0D180) << 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\tfloat3 color
- = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
- scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
- scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x5F5E100) << 2));\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)0.1;\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\tOrient_1(
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
+ scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat
+ scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat
+ scaleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C384) << 2));\n\t\t\t\t\t\tfloat
+ alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\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)0.1;\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 = (bool)true;\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 scaleX = asfloat(attributeBuffer.Load((index
+ * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
+ * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
+ * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x1C9C384) << 2));\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)0.1;\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\tOrient_1(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
@@ -477,32 +407,30 @@ VisualEffectResource:
o = (VFX_VARYING_PS_INPUTS)0;\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\treturn o; // cull\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\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
- scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
- scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x5F5E100) << 2));\n\t\t\t\t\t\tfloat
- alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
- + 0x8F0D180) << 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)0.1;\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 * 0x1 + 0x8F0D180) << 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\tfloat3 color
- = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
- scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
- scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x5F5E100) << 2));\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)0.1;\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\tOrient_1(
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
+ scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat
+ scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat
+ scaleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C384) << 2));\n\t\t\t\t\t\tfloat
+ alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\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)0.1;\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 = (bool)true;\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 scaleX = asfloat(attributeBuffer.Load((index
+ * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
+ * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
+ * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x1C9C384) << 2));\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)0.1;\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\tOrient_1(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
@@ -538,8 +466,8 @@ VisualEffectResource:
\"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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color
- *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\treturn
- o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
+ *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),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\n\t\t\n\t}\n}\n"
m_Infos:
m_Expressions:
m_Expressions:
@@ -549,58 +477,64 @@ VisualEffectResource:
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@@ -608,55 +542,43 @@ VisualEffectResource:
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+ m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
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+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
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+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
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- m_RegexMaxLength: 0
- m_Type: 3
m_Min: -Infinity
m_Max: Infinity
- m_Tooltip: The mip level to sample from.
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m_Regex:
m_RegexMaxLength: 0
m_Direction: 0
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+ m_LinkedSlots:
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---- !u!114 &8926484042661615509
+ attributes:
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+ m_Max: Infinity
+ m_Tooltip: Bias Applied to the read Vector3 value
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m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
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- name: '[System 1]Initialize'
- source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
- 64\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_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
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- 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 IS_OPAQUE_PARTICLE
- 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE
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- }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
- target 4.5\n\t\t\t\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\tnointerpolation float3 builtInInterpolants
- : TEXCOORD1;\n\t\t\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_ALPHA builtInInterpolants.z\n\t\t#define
- VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND
- builtInInterpolants.y\n\t\t#define VFX_VARYING_UV uv\n\t\t\t\t\t\t\n\t\t\t#if
- !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
- VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.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
- Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
- position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w
- == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t float3x3 viewRot
- = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY
- = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential
- scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY
- = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t
- \ axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t }\n\t\t\t
- \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t
- \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
- \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\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\treturn o; // cull\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
- scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat
- scaleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C384) << 2));\n\t\t\t\t\t\tfloat
- alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\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)0.1;\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 = (bool)true;\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 scaleX = asfloat(attributeBuffer.Load((index
- * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
- * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
- * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x1C9C384) << 2));\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)0.1;\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\tOrient_1(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\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\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 float2
- vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst
- float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets
- * bentNormalFactor;\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\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\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\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\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#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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat
- alpha = VFXGetFragmentColor(i).a;\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
- (float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\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\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\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
- y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation
- float3 builtInInterpolants : 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\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_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\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
- Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
- position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w
- == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t float3x3 viewRot
- = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY
- = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential
- scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY
- = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t
- \ axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t }\n\t\t\t
- \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t
- \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
- \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\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\treturn o; // cull\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
- scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat
- scaleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C9C384) << 2));\n\t\t\t\t\t\tfloat
- alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\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)0.1;\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 = (bool)true;\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 scaleX = asfloat(attributeBuffer.Load((index
- * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
- * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
- * 0x3 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x1C9C380) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x1C9C384) << 2));\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)0.1;\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\tOrient_1(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
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- 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
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- USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
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diff --git a/Assets/Visual Effects/ParticlesSpawner_Proto.vfx b/Assets/Visual Effects/ParticlesSpawner_Proto.vfx
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- \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x1 + 0x9D00) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
- * 0x4 + 0xC440) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x16140) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0x18880) << 2,uint(alive));\n \n\n }\n#else\n uint
- index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) <<
- 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x9D00) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store3((index * 0x4 + 0xC440) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0x18880) << 2,uint(alive));\n \n\n#endif\n }\n}\n"
- - compute: 1
- name: '[System 1]Update'
- source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\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_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE
- 1\n\n\nCBUFFER_START(parameters)\n float uniform_b;\n float deltaTime_b;\n
- \ uint2 PADDING_0;\nCBUFFER_END\nTexture2D attributeMap_a;\nSamplerState samplerattributeMap_a;\n\n\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
- attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if
- VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
- \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
- AttributeFromMap_6F6C2BFE(inout float3 position, VFXSampler2D attributeMap,
- uint index, float3 valueBias, float3 valueScale) /*attribute:position Composition:Overwrite
- SampleMode:Index channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
- height);\n uint count = width * height;\n uint id = clamp(uint(index %
- count), 0, count - 1);\n float3 value = (float3)attributeMap.t.Load(int3(id
- % width, id / width,0));\n value = (value + valueBias) * valueScale;\n position
- = value;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
- groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x18880) << 2));\n\t\t\n\n\t\tif
- (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
- 0x1 + 0x9D00) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0x4 + 0xC440) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
- = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_q = age / lifetime;\n\t\t\t
- \ float tmp_r = tmp_q * uniform_b;\n\t\t\t uint tmp_s = (uint)tmp_r;\n\t\t\t
- \ AttributeFromMap_6F6C2BFE( /*inout */position, GetVFXSampler(attributeMap_a,
- samplerattributeMap_a), tmp_s, float3(0,0,0), float3(20,20,20));\n\t\t\t}\n\t\t\tAge(
- /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif
- (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xC440) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n
- \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0x18880) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
- = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x9D00) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0x4 + 0xC440) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x16140) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1
- + 0x18880) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
- = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_q = age / lifetime;\n\t\t
- \ float tmp_r = tmp_q * uniform_b;\n\t\t uint tmp_s = (uint)tmp_r;\n\t\t
- \ AttributeFromMap_6F6C2BFE( /*inout */position, GetVFXSampler(attributeMap_a,
- samplerattributeMap_a), tmp_s, float3(0,0,0), float3(20,20,20));\n\t\t}\n\t\tAge(
- /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index
- * 0x4 + 0xC440) << 2,asuint(position));\n\t\tattributeBuffer.Store((index *
- 0x1 + 0x16140) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 +
- 0x18880) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
- = index;\n#endif\n#endif\n\t}\n}\n"
- - compute: 0
- name: '[System 1]Spawn Object'
- source: "Shader \"Hidden/VFX/System 1/Spawn Object\"\n{\n\tSubShader\n\t{\t\n\t\tCull
- Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\"
- }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
- LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#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#include \"HLSLSupport.cginc\"\n\t\t#define NB_THREADS_PER_GROUP
- 64\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_POSITION_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_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 IS_OPAQUE_PARTICLE 1\n\t\t#define
- HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR
- 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define
- VFX_WORLD_SPACE 1\n\t\t\n\n\t\t\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
- (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#define IS_TRANSPARENT_PARTICLE
- (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\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\n\t\t//
- Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthOnly\"
- }\n\t\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
- target 4.5\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile
- _ WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tlinear
- noperspective centroid float4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD1;\n\t\t\t\tfloat4
- posWS : TEXCOORD2;\n\t\t\t\tfloat4 sphereInfo : TEXCOORD3;\n\t\t\t};\n\t\t\t\t\n\t\t#define
- VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
- VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_POSWS posWS.xyz\t\n\t\t#define VFX_VARYING_SPHERECENTER
- sphereInfo.xyz\n\t\t#define VFX_VARYING_SPHERERADIUS sphereInfo.w\n\t\t\n\t\t#ifdef
- WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_SMOOTHNESS posWS.w\n\t\t#endif\n\t\t\n\t\t\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
- Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
- position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w
- == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t float3x3 viewRot
- = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY
- = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential
- scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY
- = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t
- \ axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t }\n\t\t\t
- \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t
- \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
- \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\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\treturn o; // cull\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\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC440) << 2));\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x18880) << 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 size = (float)0.1;\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 * 0x1 + 0x18880) << 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\tfloat3 color
- = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC440) << 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 size = (float)0.1;\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\tOrient_1(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\to.VFX_VARYING_UV.x = float(id
- & 1) * 2.0f - 1.0f;\n\t\t\t\to.VFX_VARYING_UV.y = float(id & 2) - 1.0f; \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\tfloat uSize = size3.x
- * 0.5f;\n\t\t\t\t\n\t\t\t\tfloat camDist = length(GetViewVFXPosition() - position);\n\t\t\t\tfloat
- scale = 1.0f - (1.0f - unity_OrthoParams.w) * uSize / camDist;\n\t\t\t\t\n\t\t\t\tfloat3
- vPos = position;\n\t\t\t\tvPos += axisX * (o.VFX_VARYING_UV.x * uSize * scale);\n\t\t\t\tvPos
- += axisY * (o.VFX_VARYING_UV.y * uSize * scale);\n\t\t\t\tvPos -= axisZ * uSize;\n\t\t\t\t\n\t\t\t\t#ifdef
- VFX_VARYING_SPHERECENTER\n\t\t\t\to.VFX_VARYING_SPHERECENTER = TransformPositionVFXToWorld(position);\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_SPHERERADIUS\n\t\t\t\to.VFX_VARYING_SPHERERADIUS = uSize;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
- = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\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.cginc\"\n\t\t\t\n\t\t\tvoid
- VFXClipSphereAndGetDepthOffsetAndNormal(out float depthOffset, out float3 normalWS
- ,VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t\tfloat lsqr = dot(i.VFX_VARYING_UV,
- i.VFX_VARYING_UV);\n\t\t\t\tclip(1.0f - lsqr);\n\t\t\t\t\t\n\t\t\t\tfloat nDepthOffset
- = 1.0f - sqrt(1.0f - lsqr); // normalized depth offset\t\n\t\t\t\t\n\t\t\t\tfloat3
- camToPosDir = normalize(i.VFX_VARYING_POSWS - VFXGetViewWorldPosition());\n\t\t\t\tfloat3
- posWS = i.VFX_VARYING_POSWS + (camToPosDir * (nDepthOffset * i.VFX_VARYING_SPHERERADIUS));\n\t\t\t\t\n\t\t\t\tfloat4
- posCS = VFXTransformPositionWorldToClip(posWS);\n\t\t\t\tdepthOffset = posCS.z
- / posCS.w;\n\t\t\t\t\n\t\t\t\tnormalWS = normalize(posWS - i.VFX_VARYING_SPHERECENTER);\t\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#define
- SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
- VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
- out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
- i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
- HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
- uint diffusionProfile = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
- = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
- posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
- tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData
- = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
- = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
- = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
- = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
- = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
- VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
- VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
- bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
- = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma
- fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t,
- out float4 outNormalBuffer : SV_Target0\n\t\t#else\n\t\t , out float4 outColor
- : SV_Target\n\t\t#endif\n\t\t\t, out float oDepth : SV_DepthLessEqual)\n\t\t\t{\n\t\t\t\tfloat3
- normalWS;\n\t\t\t\tVFXClipSphereAndGetDepthOffsetAndNormal(oDepth, normalWS,
- i);\t\t\n\t\t\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tVFXUVData uvData
- = (VFXUVData)0;\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#elif
- defined(SCENESELECTIONPASS)\n\t\t\t\t// We use depth prepass for scene selection
- in the editor, this code allow to output the outline correctly\n\t\t\t\toutColor
- = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
- { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
- 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
- target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
- multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
- HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
- || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
- || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
- ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
- (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation
- float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation
- float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR
- || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3
- emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
- x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal
- scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4
- materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat2 uv
- : TEXCOORD1;\n\t\t\t\tfloat3 posWS : TEXCOORD2;\n\t\t\t\tfloat4 sphereInfo :
- TEXCOORD3;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR
- && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
- VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
- VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
- VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
- VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
- VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
- USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
- HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
- HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
- VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define
- VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
- VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_POSWS posWS\t\n\t\t#define VFX_VARYING_SPHERECENTER
- sphereInfo.xyz\n\t\t#define VFX_VARYING_SPHERERADIUS sphereInfo.w\n\t\t\n\t\t\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
- Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
- position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w
- == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t float3x3 viewRot
- = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY
- = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential
- scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY
- = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t
- \ axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t }\n\t\t\t
- \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t
- \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
- \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\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\treturn o; // cull\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\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC440) << 2));\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x18880) << 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 size = (float)0.1;\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 * 0x1 + 0x18880) << 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\tfloat3 color
- = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC440) << 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 size = (float)0.1;\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\tOrient_1(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\to.VFX_VARYING_UV.x = float(id
- & 1) * 2.0f - 1.0f;\n\t\t\t\to.VFX_VARYING_UV.y = float(id & 2) - 1.0f; \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\tfloat uSize = size3.x
- * 0.5f;\n\t\t\t\t\n\t\t\t\tfloat camDist = length(GetViewVFXPosition() - position);\n\t\t\t\tfloat
- scale = 1.0f - (1.0f - unity_OrthoParams.w) * uSize / camDist;\n\t\t\t\t\n\t\t\t\tfloat3
- vPos = position;\n\t\t\t\tvPos += axisX * (o.VFX_VARYING_UV.x * uSize * scale);\n\t\t\t\tvPos
- += axisY * (o.VFX_VARYING_UV.y * uSize * scale);\n\t\t\t\tvPos -= axisZ * uSize;\n\t\t\t\t\n\t\t\t\t#ifdef
- VFX_VARYING_SPHERECENTER\n\t\t\t\to.VFX_VARYING_SPHERECENTER = TransformPositionVFXToWorld(position);\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_SPHERERADIUS\n\t\t\t\to.VFX_VARYING_SPHERERADIUS = uSize;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
- = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
- VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
- \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5034149;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
- = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
- VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
- \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5034149;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
- = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
- VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
- = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
- VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
- = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
- USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
- = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
- HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
- = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
- VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
- = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
- = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
- HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
- = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\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.cginc\"\n\t\t\t\n\t\t\tvoid
- VFXClipSphereAndGetDepthOffsetAndNormal(out float depthOffset, out float3 normalWS
- ,VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t\tfloat lsqr = dot(i.VFX_VARYING_UV,
- i.VFX_VARYING_UV);\n\t\t\t\tclip(1.0f - lsqr);\n\t\t\t\t\t\n\t\t\t\tfloat nDepthOffset
- = 1.0f - sqrt(1.0f - lsqr); // normalized depth offset\t\n\t\t\t\t\n\t\t\t\tfloat3
- camToPosDir = normalize(i.VFX_VARYING_POSWS - VFXGetViewWorldPosition());\n\t\t\t\tfloat3
- posWS = i.VFX_VARYING_POSWS + (camToPosDir * (nDepthOffset * i.VFX_VARYING_SPHERERADIUS));\n\t\t\t\t\n\t\t\t\tfloat4
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- SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
- VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
- out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
- i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
- HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
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- VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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diff --git a/Assets/Visual Effects/ParticlesSpawner_Proto.vfx.meta b/Assets/Visual Effects/ParticlesSpawner_Proto.vfx.meta
deleted file mode 100644
index a137887..0000000
--- a/Assets/Visual Effects/ParticlesSpawner_Proto.vfx.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 7967b259103420047846c4e738d1cb0f
-VisualEffectImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Visual Effects/StreamLines.vfx b/Assets/Visual Effects/StreamLines.vfx
index d7a8d04..31b7d00 100644
--- a/Assets/Visual Effects/StreamLines.vfx
+++ b/Assets/Visual Effects/StreamLines.vfx
@@ -78,46 +78,15 @@ MonoBehaviour:
m_Name: VFXUI
m_EditorClassIdentifier:
groupInfos: []
- stickyNoteInfos:
- - title: Max dist
- position:
- serializedVersion: 2
- x: -101
- y: 740
- width: 100
- height: 100
- contents: max distance for color scale
- theme: Classic
- textSize: Small
- - title: Sample Offset
- position:
- serializedVersion: 2
- x: -1131
- y: -9
- width: 162
- height: 100
- contents: fix for Sample Texture2D block to read to correct index
- theme: Classic
- textSize: Small
- - title: 'Distance Threshold '
- position:
- serializedVersion: 2
- x: -159
- y: 185
- width: 197
- height: 100
- contents: Max allowed line distance (used to separate ends and starts of separated
- lines)
- theme: Classic
- textSize: Small
+ stickyNoteInfos: []
systemInfos: []
categories: []
uiBounds:
serializedVersion: 2
- x: -2001
+ x: 192
y: -53
- width: 3090
- height: 1111
+ width: 897
+ height: 1548
--- !u!114 &114350483966674976
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+ - {fileID: 8926484042661615353}
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+ - {fileID: 8926484042661615384}
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
@@ -179,42 +129,55 @@ MonoBehaviour:
min: -Infinity
max: Infinity
descendantCount: 0
- - name: TextureWidth
- path: TextureWidth
+ - name: Colors
+ path: Colors
tooltip:
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- realType: UInt32
+ sheetType: m_NamedObject
+ realType: Texture2D
defaultValue:
m_Type:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 3
+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
+ Culture=neutral, PublicKeyToken=null
+ m_SerializableObject:
min: -Infinity
max: Infinity
descendantCount: 0
- - name: DistanceMax
- path: DistanceMax
+ - name: Alphas
+ path: Alphas
tooltip:
- sheetType: m_Float
- realType: Single
+ sheetType: m_NamedObject
+ realType: Texture2D
defaultValue:
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+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
+ Culture=neutral, PublicKeyToken=null
+ m_SerializableObject:
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+ max: Infinity
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+ - name: TextureWidth
+ path: TextureWidth
+ tooltip:
+ sheetType: m_Uint
+ realType: UInt32
+ defaultValue:
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+ m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 100
+ m_SerializableObject: 3
min: -Infinity
max: Infinity
descendantCount: 0
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- path: DistanceColorMax
+ - name: SegmentCount
+ path: SegmentCount
tooltip:
- sheetType: m_Float
- realType: Single
+ sheetType: m_Uint
+ realType: UInt32
defaultValue:
m_Type:
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+ m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 1.41
+ m_SerializableObject: 8
min: -Infinity
max: Infinity
descendantCount: 0
@@ -270,6 +233,7 @@ MonoBehaviour:
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m_UICollapsed: 1
m_UISuperCollapsed: 0
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- {fileID: 8926484042661614638}
@@ -455,9 +419,10 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children:
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- - {fileID: 8926484042661614891}
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+ - {fileID: 8926484042661615345}
m_UIPosition: {x: 705, y: 207}
m_UICollapsed: 0
m_UISuperCollapsed: 0
@@ -571,10 +536,10 @@ VisualEffectResource:
name: '[System 1]Initialize'
source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT
- 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
- VFX_WORLD_SPACE 1\n\n\nCBUFFER_START(parameters)\n float uniform_b;\n float
- uniform_c;\n float uniform_d;\n float uniform_e;\nCBUFFER_END\nTexture2D
- texture_b;\nSamplerState samplertexture_b;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
+ VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_WORLD_SPACE 1\n\n\nTexture2D attributeMap_a;\nSamplerState
+ samplerattributeMap_a;\nTexture2D attributeMap_c;\nSamplerState samplerattributeMap_c;\nTexture2D
+ attributeMap_d;\nSamplerState samplerattributeMap_d;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
@@ -584,13 +549,33 @@ VisualEffectResource:
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer
- inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position,
- float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
- channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_2CF4000A(inout
- float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
- Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
- SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
- Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
+ inputAdditional;\n#endif\n\nvoid AttributeFromMap_6F6C2BFE(inout float3 position,
+ VFXSampler2D attributeMap, uint index, float3 valueBias, float3 valueScale)
+ /*attribute:position Composition:Overwrite SampleMode:Index channels:XYZ */\n{\n
+ \ \n uint width, height;\n attributeMap.t.GetDimensions(width, height);\n
+ \ uint count = width * height;\n uint id = clamp(uint(index % count), 0,
+ count - 1);\n float3 value = (float3)attributeMap.t.Load(int3(id % width,
+ id / width,0));\n value = (value + valueBias) * valueScale;\n position
+ = value;\n}\nvoid AttributeFromMap_62C5F0CF(inout float3 targetPosition, VFXSampler2D
+ attributeMap, uint index, float3 valueBias, float3 valueScale) /*attribute:targetPosition
+ Composition:Overwrite SampleMode:Index channels:XYZ */\n{\n \n uint width,
+ height;\n attributeMap.t.GetDimensions(width, height);\n uint count =
+ width * height;\n uint id = clamp(uint(index % count), 0, count - 1);\n float3
+ value = (float3)attributeMap.t.Load(int3(id % width, id / width,0));\n value
+ = (value + valueBias) * valueScale;\n targetPosition = value;\n}\nvoid AttributeFromMap_9AAC17E(inout
+ float3 color, VFXSampler2D attributeMap, uint index, float3 valueBias, float3
+ valueScale) /*attribute:color Composition:Overwrite SampleMode:Index channels:XYZ
+ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
+ height);\n uint count = width * height;\n uint id = clamp(uint(index %
+ count), 0, count - 1);\n float3 value = (float3)attributeMap.t.Load(int3(id
+ % width, id / width,0));\n value = (value + valueBias) * valueScale;\n color
+ = value;\n}\nvoid AttributeFromMap_15CD02C9(inout float alpha, VFXSampler2D
+ attributeMap, uint index, float valueBias, float valueScale) /*attribute:alpha
+ Composition:Overwrite SampleMode:Index channels:XYZ */\n{\n \n uint width,
+ height;\n attributeMap.t.GetDimensions(width, height);\n uint count =
+ width * height;\n uint id = clamp(uint(index % count), 0, count - 1);\n float
+ value = (float)attributeMap.t.Load(int3(id % width, id / width,0));\n value
+ = (value + valueBias) * valueScale;\n alpha = value;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
@@ -610,78 +595,30 @@ VisualEffectResource:
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float3 position
= float3(0,0,0);\n float3 targetPosition = float3(0,0,0);\n float3
- color = float3(1,1,1);\n uint particleId = (uint)0;\n \n\n#if
- VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
- VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
- \ \n {\n uint tmp_l = particleId / asuint(uniform_b);\n
- \ uint tmp_m = tmp_l * asuint(uniform_b);\n uint tmp_n
- = particleId - tmp_m;\n float tmp_o = (float)tmp_n;\n float
- tmp_p = tmp_o / uniform_c;\n float tmp_r = tmp_p + (float)1E-06;\n
- \ float tmp_s = (float)tmp_l;\n float tmp_t = tmp_s + (float)1E-06;\n
- \ float2 tmp_u = float2(tmp_r, tmp_t);\n float4 tmp_w =
- SampleTexture(VFX_SAMPLER(texture_b),tmp_u,(float)0);\n float tmp_x
- = tmp_w[0];\n float tmp_y = tmp_w[1];\n float tmp_z =
- tmp_w[2];\n float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n SetAttribute_CAC29747(
- /*inout */position, tmp_ba);\n }\n {\n uint tmp_l =
- particleId / asuint(uniform_b);\n uint tmp_m = tmp_l * asuint(uniform_b);\n
- \ uint tmp_n = particleId - tmp_m;\n float tmp_o = (float)tmp_n;\n
- \ float tmp_p = tmp_o / uniform_c;\n float tmp_r = tmp_p
- + (float)1E-06;\n float tmp_s = (float)tmp_l;\n float
- tmp_t = tmp_s + (float)1E-06;\n float2 tmp_u = float2(tmp_r, tmp_t);\n
- \ float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_b),tmp_u,(float)0);\n
- \ uint tmp_y = particleId + (uint)1;\n uint tmp_z = tmp_y
- / asuint(uniform_b);\n uint tmp_ba = tmp_z * asuint(uniform_b);\n
- \ uint tmp_bb = tmp_y - tmp_ba;\n float tmp_bc = (float)tmp_bb;\n
- \ float tmp_bd = tmp_bc / uniform_c;\n float tmp_be = tmp_bd
- + (float)1E-06;\n float tmp_bf = (float)tmp_z;\n float
- tmp_bg = tmp_bf + (float)1E-06;\n float2 tmp_bh = float2(tmp_be,
- tmp_bg);\n float4 tmp_bi = SampleTexture(VFX_SAMPLER(texture_b),tmp_bh,(float)0);\n
- \ float4 tmp_bj = tmp_w - tmp_bi;\n float4 tmp_bk = tmp_bj
- * tmp_bj;\n float tmp_bl = tmp_bk[3];\n float tmp_bm =
- tmp_bk[2];\n float tmp_bn = tmp_bl + tmp_bm;\n float tmp_bo
- = tmp_bk[1];\n float tmp_bp = tmp_bn + tmp_bo;\n float
- tmp_bq = tmp_bk[0];\n float tmp_br = tmp_bp + tmp_bq;\n float
- tmp_bt = pow(tmp_br, (float)0.5);\n bool tmp_bu = tmp_bt >= uniform_d;\n
- \ float tmp_bv = tmp_w[0];\n float tmp_bw = tmp_w[1];\n
- \ float tmp_bx = tmp_w[2];\n float3 tmp_by = float3(tmp_bv,
- tmp_bw, tmp_bx);\n float tmp_bz = tmp_bi[0];\n float tmp_ca
- = tmp_bi[1];\n float tmp_cb = tmp_bi[2];\n float3 tmp_cc
- = float3(tmp_bz, tmp_ca, tmp_cb);\n float3 tmp_cd = tmp_bu ? tmp_by
- : tmp_cc;\n SetAttribute_2CF4000A( /*inout */targetPosition, tmp_cd);\n
- \ }\n {\n uint tmp_m = particleId / asuint(uniform_b);\n
- \ uint tmp_n = tmp_m * asuint(uniform_b);\n uint tmp_o
- = particleId - tmp_n;\n float tmp_p = (float)tmp_o;\n float
- tmp_q = tmp_p / uniform_c;\n float tmp_s = tmp_q + (float)1E-06;\n
- \ float tmp_t = (float)tmp_m;\n float tmp_u = tmp_t + (float)1E-06;\n
- \ float2 tmp_v = float2(tmp_s, tmp_u);\n float4 tmp_x =
- SampleTexture(VFX_SAMPLER(texture_b),tmp_v,(float)0);\n uint tmp_z
- = particleId + (uint)1;\n uint tmp_ba = tmp_z / asuint(uniform_b);\n
- \ uint tmp_bb = tmp_ba * asuint(uniform_b);\n uint tmp_bc
- = tmp_z - tmp_bb;\n float tmp_bd = (float)tmp_bc;\n float
- tmp_be = tmp_bd / uniform_c;\n float tmp_bf = tmp_be + (float)1E-06;\n
- \ float tmp_bg = (float)tmp_ba;\n float tmp_bh = tmp_bg
- + (float)1E-06;\n float2 tmp_bi = float2(tmp_bf, tmp_bh);\n float4
- tmp_bj = SampleTexture(VFX_SAMPLER(texture_b),tmp_bi,(float)0);\n float4
- tmp_bk = tmp_x - tmp_bj;\n float4 tmp_bl = tmp_bk * tmp_bk;\n float
- tmp_bm = tmp_bl[3];\n float tmp_bn = tmp_bl[2];\n float
- tmp_bo = tmp_bm + tmp_bn;\n float tmp_bp = tmp_bl[1];\n float
- tmp_bq = tmp_bo + tmp_bp;\n float tmp_br = tmp_bl[0];\n float
- tmp_bs = tmp_bq + tmp_br;\n float tmp_bu = pow(tmp_bs, (float)0.5);\n
- \ float tmp_bv = tmp_bu / uniform_e;\n float tmp_bx = tmp_bv
- * (float)0.34;\n float tmp_by = (float)0.66 + tmp_bx;\n float3
- tmp_ca = float3(tmp_by, (float)1, (float)1);\n float3 tmp_cb = HSVtoRGB(tmp_ca);\n
- \ float tmp_cc = tmp_cb[0];\n float tmp_cd = tmp_cb[1];\n
- \ float tmp_ce = tmp_cb[2];\n float3 tmp_cf = float3(tmp_cc,
- tmp_cd, tmp_ce);\n SetAttribute_FDD06EC7( /*inout */color, tmp_cf);\n
- \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
- deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
- \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
- \ attributeBuffer.Store3((index * 0x8 + 0x2625A00) << 2,asuint(targetPosition));\n
- \ attributeBuffer.Store3((index * 0x8 + 0x2625A04) << 2,asuint(color));\n
- \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
- * 0x8 + 0x2625A00) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x8 + 0x2625A04) << 2,asuint(color));\n \n\n#endif\n }\n}\n"
+ color = float3(1,1,1);\n float alpha = (float)1;\n uint particleId
+ = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId
+ = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex
+ ^ systemSeed);\n#endif\n \n {\n AttributeFromMap_6F6C2BFE(
+ /*inout */position, GetVFXSampler(attributeMap_a, samplerattributeMap_a), particleId,
+ float3(0,0,0), float3(1,1,1));\n }\n {\n uint tmp_k
+ = particleId + (uint)1;\n AttributeFromMap_62C5F0CF( /*inout */targetPosition,
+ GetVFXSampler(attributeMap_a, samplerattributeMap_a), tmp_k, float3(0,0,0),
+ float3(1,1,1));\n }\n {\n AttributeFromMap_9AAC17E(
+ /*inout */color, GetVFXSampler(attributeMap_c, samplerattributeMap_c), particleId,
+ float3(0,0,0), float3(1,1,1));\n }\n {\n AttributeFromMap_15CD02C9(
+ /*inout */alpha, GetVFXSampler(attributeMap_d, samplerattributeMap_d), particleId,
+ (float)0, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if
+ (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n
+ \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
+ * 0x8 + 0x2625A00) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
+ * 0x8 + 0x2625A04) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x8 + 0x2625A03) << 2,asuint(alpha));\n \n\n }\n#else\n
+ \ uint index = particleIndex;\n attributeBuffer.Store3((index *
+ 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index *
+ 0x8 + 0x2625A00) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
+ * 0x8 + 0x2625A04) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x8 + 0x2625A03) << 2,asuint(alpha));\n \n\n#endif\n }\n}\n"
- compute: 0
name: '[System 1]Line Output'
source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags
@@ -727,13 +664,14 @@ VisualEffectResource:
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2625A00) <<
2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8
- + 0x2625A04) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
- alive = (bool)true;\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
+ + 0x2625A04) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x8 + 0x2625A03) << 2));\n\t\t\t\t\t\tbool alive = (bool)true;\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 = (bool)true;\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\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x2625A00) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x2625A04) << 2));\n\t\t\t\t\t\tfloat 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\n\t\t\t\t\t\t\n\t\t\t\tif
+ * 0x8 + 0x2625A04) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x8 + 0x2625A03) << 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\n\t\t\t\t\t\t\n\t\t\t\tif
(!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(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
@@ -772,8 +710,8 @@ VisualEffectResource:
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\to.color = VFXGetFragmentColor(i);\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 = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\treturn
- o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
+ abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\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\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 1
name: '[System 1]Update'
source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
@@ -824,153 +762,121 @@ VisualEffectResource:
data[1]: -1
data[2]: -1
data[3]: 6
- - op: 1
- valueIndex: 1
- data[0]: -1
- data[1]: -1
- data[2]: -1
- data[3]: 6
- op: 52
- valueIndex: 2
- data[0]: 1
+ valueIndex: 1
+ data[0]: 0
data[1]: -1
data[2]: -1
data[3]: -1
- op: 1
- valueIndex: 3
+ valueIndex: 2
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 1
+ - op: 26
+ valueIndex: 3
+ data[0]: 1
+ data[1]: 2
+ data[2]: -1
+ data[3]: 1
- op: 1
valueIndex: 4
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 7
- - op: 1
- valueIndex: 6
- data[0]: -1
- data[1]: -1
+ data[3]: 6
+ - op: 2
+ valueIndex: 5
+ data[0]: 3
+ data[1]: 3
data[2]: -1
- data[3]: 1
+ data[3]: -1
- op: 1
valueIndex: 7
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
+ data[3]: 2
- op: 1
- valueIndex: 8
+ valueIndex: 9
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
+ data[3]: 3
- op: 1
- valueIndex: 9
+ valueIndex: 12
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
+ data[3]: 3
- op: 1
- valueIndex: 10
+ valueIndex: 15
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
+ data[3]: 7
- op: 1
- valueIndex: 11
+ valueIndex: 17
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
- - op: 21
- valueIndex: 12
- data[0]: 1
- data[1]: 1
- data[2]: -1
- data[3]: 6
- - op: 52
- valueIndex: 13
- data[0]: 11
- data[1]: -1
- data[2]: -1
- data[3]: -1
+ data[3]: 7
- op: 1
- valueIndex: 14
+ valueIndex: 19
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
- - op: 26
- valueIndex: 15
- data[0]: 12
- data[1]: 5
- data[2]: -1
- data[3]: 1
+ data[3]: 7
- op: 1
- valueIndex: 16
+ valueIndex: 21
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 3
- op: 1
- valueIndex: 19
+ valueIndex: 24
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 3
- op: 1
- valueIndex: 22
+ valueIndex: 27
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 2
- - op: 2
- valueIndex: 24
- data[0]: 14
- data[1]: 14
- data[2]: -1
- data[3]: -1
+ data[3]: 1
m_NeedsLocalToWorld: 0
m_NeedsWorldToLocal: 0
m_PropertySheet:
m_Float:
m_Array:
- - m_ExpressionIndex: 3
- m_Value: 0.000001
- - m_ExpressionIndex: 5
+ - m_ExpressionIndex: 2
m_Value: 0
- - m_ExpressionIndex: 6
- m_Value: 0.5
- - m_ExpressionIndex: 7
- m_Value: 1.41
- - m_ExpressionIndex: 8
- m_Value: 0.33999997
- - m_ExpressionIndex: 9
- m_Value: 0.66
- - m_ExpressionIndex: 10
+ - m_ExpressionIndex: 14
m_Value: 1
- - m_ExpressionIndex: 13
- m_Value: 100
m_Vector2f:
m_Array:
- - m_ExpressionIndex: 17
+ - m_ExpressionIndex: 6
m_Value: {x: 0, y: 0}
m_Vector3f:
m_Array:
- - m_ExpressionIndex: 15
- m_Value: {x: 20, y: 10, z: 10}
- - m_ExpressionIndex: 16
+ - m_ExpressionIndex: 7
m_Value: {x: 10, y: 5, z: 5}
+ - m_ExpressionIndex: 8
+ m_Value: {x: 20, y: 10, z: 10}
+ - m_ExpressionIndex: 12
+ m_Value: {x: 0, y: 0, z: 0}
+ - m_ExpressionIndex: 13
+ m_Value: {x: 1, y: 1, z: 1}
m_Vector4f:
m_Array: []
m_Uint:
m_Array:
- m_ExpressionIndex: 0
+ m_Value: 8
+ - m_ExpressionIndex: 4
m_Value: 1
- - m_ExpressionIndex: 1
- m_Value: 3
m_Int:
m_Array: []
m_Matrix4x4f:
@@ -981,19 +887,23 @@ VisualEffectResource:
m_Array: []
m_NamedObject:
m_Array:
- - m_ExpressionIndex: 4
+ - m_ExpressionIndex: 9
m_Value: {fileID: 2800000, guid: f1194d9b3428f524aac4396f56a868c9, type: 3}
+ - m_ExpressionIndex: 10
+ m_Value: {fileID: 0}
+ - m_ExpressionIndex: 11
+ m_Value: {fileID: 0}
m_Bool:
m_Array: []
m_ExposedExpressions:
- - nameId: DistanceColorMax
- index: 7
- - nameId: DistanceMax
- index: 13
- - nameId: TextureWidth
- index: 1
+ - nameId: Alphas
+ index: 11
+ - nameId: Colors
+ index: 10
+ - nameId: SegmentCount
+ index: 0
- nameId: Trajectories
- index: 4
+ index: 9
m_Buffers:
- type: 1
size: 120000000
@@ -1010,6 +920,12 @@ VisualEffectResource:
bucket: 40000000
structure: 8
element: 0
+ - name: alpha
+ type: 1
+ offset:
+ bucket: 40000000
+ structure: 8
+ element: 3
- name: color
type: 3
offset:
@@ -1033,6 +949,12 @@ VisualEffectResource:
bucket: 40000000
structure: 8
element: 0
+ - name: alpha
+ type: 1
+ offset:
+ bucket: 40000000
+ structure: 8
+ element: 3
- name: color
type: 3
offset:
@@ -1120,9 +1042,9 @@ VisualEffectResource:
buffers: []
values:
- nameId: Count
- index: 18
+ index: 5
- nameId: Delay
- index: 17
+ index: 6
params: []
processor: {fileID: 0}
shaderSourceIndex: -1
@@ -1145,9 +1067,9 @@ VisualEffectResource:
index: 5
values:
- nameId: bounds_center
- index: 16
+ index: 7
- nameId: bounds_size
- index: 15
+ index: 8
tasks:
- type: 536870912
buffers:
@@ -1156,21 +1078,17 @@ VisualEffectResource:
- nameId: sourceAttributeBuffer
index: 2
values:
- - nameId: uniform_b
- index: 1
- - nameId: uniform_c
- index: 2
- - nameId: uniform_d
- index: 13
- - nameId: uniform_e
- index: 7
- - nameId: texture_b
- index: 4
+ - nameId: attributeMap_a
+ index: 9
+ - nameId: attributeMap_c
+ index: 10
+ - nameId: attributeMap_d
+ index: 11
params:
- nameId: bounds_center
- index: 16
+ index: 7
- nameId: bounds_size
- index: 15
+ index: 8
processor: {fileID: 0}
shaderSourceIndex: 0
- type: 805306368
@@ -1280,7 +1198,7 @@ MonoBehaviour:
m_RegexMaxLength: 0
m_Direction: 0
m_LinkedSlots:
- - {fileID: 8926484042661615277}
+ - {fileID: 8926484042661615369}
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MonoBehaviour:
m_ObjectHideFlags: 0
@@ -1341,7 +1259,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: 705, y: 863}
+ m_UIPosition: {x: 705, y: 1300}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots: []
@@ -1381,7 +1299,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: 705, y: 695}
+ m_UIPosition: {x: 705, y: 1132}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots: []
@@ -1400,67 +1318,7 @@ MonoBehaviour:
angularIntegration: 0
ageParticles: 1
reapParticles: 1
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- m_InputSlots: []
- m_OutputSlots:
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- attribute: particleId
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- m_SerializableObject: 0
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- m_Property:
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- m_serializedType:
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+--- !u!114 &8926484042661614678
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m_CorrespondingSourceObject: {fileID: 0}
@@ -1479,10 +1337,10 @@ MonoBehaviour:
m_UISuperCollapsed: 0
m_InputSlots: []
m_OutputSlots:
- - {fileID: 8926484042661614677}
- m_exposedName: TextureWidth
+ - {fileID: 8926484042661614679}
+ m_exposedName: Trajectories
m_exposed: 1
- m_Order: 1
+ m_Order: 0
m_Category:
m_Min:
m_Type:
@@ -1496,31 +1354,14 @@ MonoBehaviour:
m_Nodes:
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linkedSlots:
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- - outputSlot: {fileID: 8926484042661614677}
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- - outputSlot: {fileID: 8926484042661614677}
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@@ -1529,7 +1370,7 @@ MonoBehaviour:
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m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: c52d920e7fff73b498050a6b3c4404ca, type: 3}
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@@ -1537,32 +1378,26 @@ MonoBehaviour:
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614677}
+ m_MasterSlot: {fileID: 8926484042661614679}
m_MasterData:
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+ m_Owner: {fileID: 8926484042661614678}
m_Value:
m_Type:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 3
+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
+ Culture=neutral, PublicKeyToken=null
+ m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"f1194d9b3428f524aac4396f56a868c9","type":3}}'
m_Space: 2147483647
m_Property:
name: o
m_serializedType:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
+ Culture=neutral, PublicKeyToken=null
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- - {fileID: 8926484042661615275}
- - {fileID: 8926484042661615276}
---- !u!114 &8926484042661614678
+ - {fileID: 8926484042661615324}
+ - {fileID: 8926484042661615335}
+--- !u!114 &8926484042661615323
MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
@@ -1571,41 +1406,26 @@ MonoBehaviour:
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+ name: attributeMap
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m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
@@ -2159,13 +1813,13 @@ MonoBehaviour:
- m_Type: 3
m_Min: -Infinity
m_Max: Infinity
- m_Tooltip: The texture to sample from.
+ m_Tooltip: AttributeMap texture to read attributes from
m_Regex:
m_RegexMaxLength: 0
m_Direction: 0
m_LinkedSlots:
- {fileID: 8926484042661614679}
---- !u!114 &8926484042661614773
+--- !u!114 &8926484042661615337
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2174,40 +1828,41 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 1b2b751071c7fc14f9fa503163991826, type: 3}
+ m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Parent: {fileID: 0}
m_Children:
- - {fileID: 8926484042661614774}
- - {fileID: 8926484042661614775}
+ - {fileID: 8926484042661615338}
+ - {fileID: 8926484042661615339}
+ - {fileID: 8926484042661615340}
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614773}
+ m_MasterSlot: {fileID: 8926484042661615337}
m_MasterData:
- m_Owner: {fileID: 8926484042661614771}
+ m_Owner: {fileID: 8926484042661615334}
m_Value:
m_Type:
- m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"x":0.0,"y":0.0}'
+ m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}'
m_Space: 2147483647
m_Property:
- name: uv
+ name: valueBias
m_serializedType:
- m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
attributes:
- m_Type: 3
m_Min: -Infinity
m_Max: Infinity
- m_Tooltip: The texture coordinate used for the sampling.
+ m_Tooltip: Bias Applied to the read Vector3 value
m_Regex:
m_RegexMaxLength: 0
m_Direction: 0
m_LinkedSlots: []
---- !u!114 &8926484042661614774
+--- !u!114 &8926484042661615338
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2219,12 +1874,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 8926484042661614773}
+ m_Parent: {fileID: 8926484042661615337}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614773}
+ m_MasterSlot: {fileID: 8926484042661615337}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -2239,9 +1894,8 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661614885}
---- !u!114 &8926484042661614775
+ m_LinkedSlots: []
+--- !u!114 &8926484042661615339
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2253,12 +1907,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 8926484042661614773}
+ m_Parent: {fileID: 8926484042661615337}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614773}
+ m_MasterSlot: {fileID: 8926484042661615337}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -2273,9 +1927,8 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661615258}
---- !u!114 &8926484042661614776
+ m_LinkedSlots: []
+--- !u!114 &8926484042661615340
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2287,41 +1940,28 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 0}
+ m_Parent: {fileID: 8926484042661615337}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614776}
+ m_MasterSlot: {fileID: 8926484042661615337}
m_MasterData:
- m_Owner: {fileID: 8926484042661614771}
+ m_Owner: {fileID: 0}
m_Value:
m_Type:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 0
+ m_SerializableType:
+ m_SerializableObject:
m_Space: 2147483647
m_Property:
- name: mipLevel
+ name: z
m_serializedType:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- attributes:
- - m_Type: 1
- m_Min: 0
- m_Max: Infinity
- m_Tooltip:
- m_Regex:
- m_RegexMaxLength: 0
- - m_Type: 3
- m_Min: -Infinity
- m_Max: Infinity
- m_Tooltip: The mip level to sample from.
- m_Regex:
- m_RegexMaxLength: 0
+ attributes: []
m_Direction: 0
m_LinkedSlots: []
---- !u!114 &8926484042661614777
+--- !u!114 &8926484042661615341
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2330,38 +1970,41 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: c499060cea9bbb24b8d723eafa343303, type: 3}
+ m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Parent: {fileID: 0}
m_Children:
- - {fileID: 8926484042661614778}
- - {fileID: 8926484042661614779}
- - {fileID: 8926484042661614780}
- - {fileID: 8926484042661614781}
+ - {fileID: 8926484042661615342}
+ - {fileID: 8926484042661615343}
+ - {fileID: 8926484042661615344}
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614777}
+ m_MasterSlot: {fileID: 8926484042661615341}
m_MasterData:
- m_Owner: {fileID: 8926484042661614771}
+ m_Owner: {fileID: 8926484042661615334}
m_Value:
m_Type:
- m_SerializableType: UnityEngine.Vector4, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0,"w":0.0}'
+ m_SerializableObject: '{"x":1.0,"y":1.0,"z":1.0}'
m_Space: 2147483647
m_Property:
- name: s
+ name: valueScale
m_serializedType:
- m_SerializableType: UnityEngine.Vector4, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- attributes: []
- m_Direction: 1
- m_LinkedSlots:
- - {fileID: 8926484042661614834}
- - {fileID: 8926484042661615209}
---- !u!114 &8926484042661614778
+ attributes:
+ - m_Type: 3
+ m_Min: -Infinity
+ m_Max: Infinity
+ m_Tooltip: Scale Applied to the read Vector3 value
+ m_Regex:
+ m_RegexMaxLength: 0
+ m_Direction: 0
+ m_LinkedSlots: []
+--- !u!114 &8926484042661615342
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2373,12 +2016,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 8926484042661614777}
+ m_Parent: {fileID: 8926484042661615341}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614777}
+ m_MasterSlot: {fileID: 8926484042661615341}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -2392,9 +2035,9 @@ MonoBehaviour:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
attributes: []
- m_Direction: 1
+ m_Direction: 0
m_LinkedSlots: []
---- !u!114 &8926484042661614779
+--- !u!114 &8926484042661615343
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2406,12 +2049,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 8926484042661614777}
+ m_Parent: {fileID: 8926484042661615341}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614777}
+ m_MasterSlot: {fileID: 8926484042661615341}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -2425,9 +2068,9 @@ MonoBehaviour:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
attributes: []
- m_Direction: 1
+ m_Direction: 0
m_LinkedSlots: []
---- !u!114 &8926484042661614780
+--- !u!114 &8926484042661615344
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2439,12 +2082,12 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 8926484042661614777}
+ m_Parent: {fileID: 8926484042661615341}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614777}
+ m_MasterSlot: {fileID: 8926484042661615341}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -2458,9 +2101,9 @@ MonoBehaviour:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
attributes: []
- m_Direction: 1
+ m_Direction: 0
m_LinkedSlots: []
---- !u!114 &8926484042661614781
+--- !u!114 &8926484042661615345
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2469,188 +2112,26 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
+ m_Script: {fileID: 11500000, guid: 60fff265f139e2a4194a44c2bac41757, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Parent: {fileID: 8926484042661614777}
+ m_Parent: {fileID: 114946465509916290}
m_Children: []
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 1
- m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614777}
- m_MasterData:
- m_Owner: {fileID: 0}
- m_Value:
- m_Type:
- m_SerializableType:
- m_SerializableObject:
- m_Space: 2147483647
- m_Property:
- name: w
- m_serializedType:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- attributes: []
- m_Direction: 1
- m_LinkedSlots: []
---- !u!114 &8926484042661614782
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 0}
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- m_Script: {fileID: 11500000, guid: 39201e37c9a341c45bace12065f0cb90, type: 3}
- m_Name:
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- m_Children: []
- m_UIPosition: {x: -1118, y: 204}
- m_UICollapsed: 1
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- m_InputSlots:
- - {fileID: 8926484042661615232}
- - {fileID: 8926484042661614787}
- m_OutputSlots:
- - {fileID: 8926484042661615233}
- m_Operands:
- - name: a
- type:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- - name: b
- type:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
---- !u!114 &8926484042661614787
-MonoBehaviour:
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- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
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- m_Script: {fileID: 11500000, guid: c52d920e7fff73b498050a6b3c4404ca, type: 3}
- m_Name:
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- m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 1
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- m_MasterSlot: {fileID: 8926484042661614787}
- m_MasterData:
- m_Owner: {fileID: 8926484042661614782}
- m_Value:
- m_Type:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 1
- m_Space: 2147483647
- m_Property:
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- m_serializedType:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- attributes: []
- m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661614677}
---- !u!114 &8926484042661614791
-MonoBehaviour:
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- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
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- m_Name:
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- - {fileID: 8926484042661614793}
- m_OutputSlots:
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- m_Operands:
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- type:
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- PublicKeyToken=b77a5c561934e089
- - name: b
- type:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
---- !u!114 &8926484042661614793
-MonoBehaviour:
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- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
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- m_MasterSlot: {fileID: 8926484042661614793}
- m_MasterData:
- m_Owner: {fileID: 8926484042661614791}
- m_Value:
- m_Type:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 1
- m_Space: 2147483647
- m_Property:
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- m_serializedType:
- m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- attributes: []
- m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661614677}
---- !u!114 &8926484042661614799
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
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- m_Script: {fileID: 11500000, guid: 016e81d0498fcc346ba22c57b5ca4556, type: 3}
- m_Name:
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- m_Parent: {fileID: 114350483966674976}
- m_Children: []
- m_UIPosition: {x: -300, y: 404}
- m_UICollapsed: 0
+ m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
- - {fileID: 8926484042661614829}
- - {fileID: 8926484042661614834}
- m_OutputSlots:
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- m_Type:
- m_SerializableType: UnityEngine.Vector4, UnityEngine.CoreModule, Version=0.0.0.0,
- Culture=neutral, PublicKeyToken=null
---- !u!114 &8926484042661614808
+ - {fileID: 8926484042661615346}
+ - {fileID: 8926484042661615352}
+ - {fileID: 8926484042661615348}
+ - {fileID: 8926484042661615349}
+ m_OutputSlots: []
+ m_Disabled: 0
+ attribute: alpha
+ Composition: 0
+ SampleMode: 1
+ channels: 6
+--- !u!114 &8926484042661615346
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -2659,7 +2140,7 @@ MonoBehaviour:
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m_Enabled: 1
m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3}
+ m_Script: {fileID: 11500000, guid: 70a331b1d86cc8d4aa106ccbe0da5852, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Parent: {fileID: 0}
@@ -2667,2871 +2148,31 @@ MonoBehaviour:
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m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661614808}
- m_MasterData:
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- m_Value:
- m_Type:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 0
- m_Space: 2147483647
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- m_serializedType:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- attributes:
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- m_Min: -Infinity
- m_Max: Infinity
- m_Tooltip: The distance between a and b.
- m_Regex:
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- m_Direction: 1
- m_LinkedSlots:
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- - {fileID: 8926484042661615054}
---- !u!114 &8926484042661614829
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- m_UIPosition: {x: 0, y: 0}
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- m_MasterSlot: {fileID: 8926484042661614829}
+ m_MasterSlot: {fileID: 8926484042661615346}
m_MasterData:
- m_Owner: {fileID: 8926484042661614799}
+ m_Owner: {fileID: 8926484042661615345}
m_Value:
m_Type:
- m_SerializableType: UnityEngine.Vector4, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0,"w":0.0}'
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- Culture=neutral, PublicKeyToken=null
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- m_Tooltip: The first operand.
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diff --git a/Packages/manifest.json b/Packages/manifest.json
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