diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs index 061ae1c3dc6..792a1d6d78a 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs @@ -236,6 +236,26 @@ public void ProcessExpressionMatrixToVector4s() Assert.AreEqual(new Vector4(1, 0, 0, 0), reduced.Get()); } + + [Test] + public void CheckExpressionRandomEquality() + { + var obj0 = new object(); + var obj1 = new object(); + + var exp0 = new VFXExpressionRandom(true, new RandId(obj0)); + var exp1 = new VFXExpressionRandom(true, new RandId(obj0)); + var exp2 = new VFXExpressionRandom(false, new RandId(obj0)); + var exp3 = new VFXExpressionRandom(true, new RandId(obj1)); + var exp4 = new VFXExpressionRandom(true, new RandId(obj0, 1)); + + Assert.AreEqual(exp0, exp1); + Assert.AreEqual(exp0.GetHashCode(), exp1.GetHashCode()); + + Assert.AreNotEqual(exp0, exp2); + Assert.AreNotEqual(exp0, exp3); + Assert.AreNotEqual(exp0, exp4); + } } } #endif diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs index 678bc3aea66..2fb31ee372f 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs @@ -4,6 +4,8 @@ using UnityEngine; using UnityEngine.VFX; using UnityEditor.VFX; +using UnityEngine.TestTools; +using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEditor.VFX.UI; @@ -15,7 +17,7 @@ namespace UnityEditor.VFX.Test [TestFixture] public class VFXGUITests { - private const int testAssetCount = 8; + private const int testAssetCount = 9; private VisualEffectAsset[] m_GuiTestAssets = new VisualEffectAsset[testAssetCount]; [OneTimeSetUp] @@ -325,6 +327,40 @@ public void CreateAllOperatorsTest() CreateAllOperators(); } + + [UnityTest] + public IEnumerator CollapseTest() + { + EditTestAsset(8); + + var builtInItem = VFXLibrary.GetOperators().Where(t => typeof(VFXBuiltInParameter).IsAssignableFrom(t.modelType)).First(); + + var builtIn = m_ViewController.AddVFXOperator(Vector2.zero, builtInItem); + + yield return null; + + builtIn.collapsed = true; + + yield return null; + + yield return null; + + builtIn.collapsed = false; + + yield return null; + + yield return null; + + builtIn.superCollapsed = true; + + yield return null; + + yield return null; + + builtIn.superCollapsed = false; + + } + List CreateAllOperators() { List operators = new List(); diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity index a8fdf438edf..e6f5af6243d 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity @@ -734,6 +734,7 @@ GameObject: - 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m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0.5 - m_Space: 2147483647 - m_Property: - name: alphaThreshold - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 0 - m_Min: 0 - m_Max: 1 - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: Alpha threshold used for pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx index 1327467c883..48d30b51be5 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx @@ -517,13459 +517,24 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 102_ShaderGraphShadow m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[Main]Initialize Particle' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES - 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define - VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define - VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\n\nstruct - Attributes\n{\n float3 position;\n float size;\n float angleX;\n - float angleY;\n float angleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\n\n#define - USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\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 - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if USE_DEAD_LIST\nRWStructuredBuffer 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\n#if HAS_STRIPS\nRWBuffer - stripDataBuffer;\n#endif\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\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_3278B22F(inout float size, float Size) /*attribute:size - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = - Size;\n}\nvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, - inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n - angleZ = Angle.z;\n}\n\n\n\n// Due to a bug in HLSL compiler, disable spurious - \"unitialized variable\" due to mid function return statement\n#pragma warning(push)\n#pragma - warning(disable : 4000)\n#if HAS_STRIPS\nbool GetParticleIndex(inout uint particleIndex, - uint stripIndex)\n{\n\tuint relativeIndex;\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, - stripIndex), 1, relativeIndex);\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) - // strip is full\n\t{\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), - -1); // Remove previous increment\n\t\treturn false;\n\t}\n\n\tparticleIndex - = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex) - + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\n return true;\n}\n#endif\n#pragma - warning(pop)\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 VFX_USE_SPAWNER_FROM_GPU\n - uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) - << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if USE_DEAD_LIST\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n\t\tuint particleIndex = id + currentSpawnIndex;\n\t\t\n#if - !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex = 0;\n /*//Loop with - 1 iteration generate a wrong IL Assembly (and actually, useless code)\n - uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; sourceIndex<1; - sourceIndex++)\n {\n currentSumSpawnCount += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x1 + 0x0) << 2)));\n if (id < currentSumSpawnCount)\n - {\n break;\n }\n }\n */\n \n\n#endif\n\n\t\tAttributes - attributes = (Attributes)0;\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\n - attributes.position = float3(0, 0, 0);\n attributes.size = (float)0.100000001;\n - attributes.angleX = (float)0;\n attributes.angleY = (float)0;\n - attributes.angleZ = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - attributes.particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n - attributes.seed = WangHash(particleIndex ^ systemSeed);\n#endif\n#if VFX_USE_SPAWNINDEX_CURRENT\n - attributes.spawnIndex = id;\n#endif\n#if HAS_STRIPS\n#if !VFX_USE_SPAWNER_FROM_GPU\n\t\t\n#else\n - uint stripIndex = sourceIndex;\n#endif\n\t\tstripIndex = min(stripIndex, STRIP_COUNT);\n\n - if (!GetParticleIndex(particleIndex, stripIndex))\n return;\n\n - const StripData stripData = GetStripDataFromStripIndex(stripIndex, PARTICLE_PER_STRIP_COUNT);\n\t\tInitStripAttributes(particleIndex, - attributes, stripData);\n\t\t// TODO Change seed to be sure we're deterministic - on random with strip\n#endif\n \n {\n SetAttribute_CAC29747( - /*inout */attributes.position, float3(0, 0, 0));\n }\n {\n - SetAttribute_3278B22F( /*inout */attributes.size, (float)1.5);\n }\n - {\n SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout - */attributes.angleY, /*inout */attributes.angleZ, float3(0, 0, 0));\n - }\n \n\n\t\t\n#if VFX_USE_ALIVE_CURRENT\n if (attributes.alive)\n#endif - \n {\n#if USE_DEAD_LIST\n\t uint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n#else\n uint index = particleIndex;\n#endif\n - attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(attributes.position));\n - attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(attributes.size));\n - attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(attributes.angleX));\n - attributeBuffer.Store((index * 0x8 + 0x5) << 2,asuint(attributes.angleY));\n - attributeBuffer.Store((index * 0x8 + 0x6) << 2,asuint(attributes.angleZ));\n - \n\n }\n }\n}\n" - - compute: 0 - name: '[Main]0_0' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/0_0\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" - \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest - LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma multi_compile _ WRITE_MSAA_DEPTH\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : - SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - \n\t\t //Call Shader Graph\n\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t float3 posRelativeWS - = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS - = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t - o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; - //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]2_0' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/2_0\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define - VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.107023112, 0.0437350422, 0.304987371, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : - SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.107023112, 0.0437350422, 0.304987371, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - \n\t\t //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 posRelativeWS - = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS - = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t - o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; - //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.107023112, 0.0437350422, 0.304987371, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]1_0' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/1_0\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define - VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.000607053982, 0.381326109, 0.0781874284, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : - SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.000607053982, 0.381326109, 0.0781874284, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - \n\t\t //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 posRelativeWS - = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS - = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t - o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; - //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.000607053982, 0.381326109, 0.0781874284, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]0_1' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/0_1\"\n{\n\tSubShader\n\t{\n\t\tTags - { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest - LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR - 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma multi_compile _ WRITE_MSAA_DEPTH\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\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_SHADERGRAPH_HAS_UV1\n\t\t\t\tfloat4 uv1 : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV2\n\t\t\t\tfloat4 uv2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV3\n\t\t\t\tfloat4 uv3 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t\tfloat4 vertexColor : COLOR1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT - || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// - w: exposure weight\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// - y: motion vectors scale Y\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD5;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\n\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\n\t\t\t#pragma fragment - frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t - #if VFX_SHADERGRAPH \n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t #else\n\t\t #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t - \n\t\t \t\t\n\t\t \t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t - \t\t\n\t\t \t\t#ifndef VFX_TEXTURE_COLOR\n\t\t \t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t \t\t#endif\n\t\t - \t\t\n\t\t \t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t \t\t\to.color - = color * VFX_TEXTURE_COLOR;\n\t\t \t\t#endif\n\t\t \t\t\n\t\t - \t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t \t\t\t\n\t\t - \t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t - \t\t#endif\n\t\t \t\t\n\t\t \t\t\n\t\t #endif\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a - = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]1_1' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/1_1\"\n{\n\tSubShader\n\t{\n\t\tTags - { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define - VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.132868364, 0.13013652, 0.473531544, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\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_SHADERGRAPH_HAS_UV1\n\t\t\t\tfloat4 uv1 : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV2\n\t\t\t\tfloat4 uv2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV3\n\t\t\t\tfloat4 uv3 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t\tfloat4 vertexColor : COLOR1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT - || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// - w: exposure weight\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// - y: motion vectors scale Y\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD5;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\n\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.132868364, 0.13013652, 0.473531544, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t - #if VFX_SHADERGRAPH \n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t #else\n\t\t #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t - \n\t\t \t\t\n\t\t \t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t - \t\t\n\t\t \t\t#ifndef VFX_TEXTURE_COLOR\n\t\t \t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t \t\t#endif\n\t\t - \t\t\n\t\t \t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t \t\t\to.color - = color * VFX_TEXTURE_COLOR;\n\t\t \t\t#endif\n\t\t \t\t\n\t\t - \t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t \t\t\t\n\t\t - \t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t - \t\t#endif\n\t\t \t\t\n\t\t \t\t\n\t\t #endif\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a - = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.132868364, 0.13013652, 0.473531544, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]2_1' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/2_1\"\n{\n\tSubShader\n\t{\n\t\tTags - { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define - VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.846873462, 0.0356013253, 0.109461717, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\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_SHADERGRAPH_HAS_UV1\n\t\t\t\tfloat4 uv1 : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV2\n\t\t\t\tfloat4 uv2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV3\n\t\t\t\tfloat4 uv3 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t\tfloat4 vertexColor : COLOR1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT - || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// - w: exposure weight\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// - y: motion vectors scale Y\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD5;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\n\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.846873462, 0.0356013253, 0.109461717, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t - #if VFX_SHADERGRAPH \n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t #else\n\t\t #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t - \n\t\t \t\t\n\t\t \t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t - \t\t\n\t\t \t\t#ifndef VFX_TEXTURE_COLOR\n\t\t \t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t \t\t#endif\n\t\t - \t\t\n\t\t \t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t \t\t\to.color - = color * VFX_TEXTURE_COLOR;\n\t\t \t\t#endif\n\t\t \t\t\n\t\t - \t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t \t\t\t\n\t\t - \t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t - \t\t#endif\n\t\t \t\t\n\t\t \t\t\n\t\t #endif\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a - = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.846873462, 0.0356013253, 0.109461717, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]0_3' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/0_3\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest - LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD - 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER - 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD - 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY - 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define HDRP_LIT 1\n\t\t#define - IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0.752942443, 0.000303526991, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for - alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t#pragma - multi_compile _ WRITE_MSAA_DEPTH\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define - UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0.752942443, 0.000303526991, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for - alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t Stencil\n\t\t {\n\t\t - WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t - }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#pragma - multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define - UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t - float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t - float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t - float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t - float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if - USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// - y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation - float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t - \n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0.752942443, 0.000303526991, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t{\n\t\t\t float3 BaseColor_1;\n\t\t\t - float Metallic_2;\n\t\t\t float Smoothness_3;\n\t\t\t float3 Normal_8;\n\t\t\t - float3 Emissive_5;\n\t\t\t float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t OUT.BaseColor_1 - = (_Property_788C542D_Out_0.xyz);\n\t\t\t OUT.Metallic_2 = 0;\n\t\t\t - OUT.Smoothness_3 = 0.5;\n\t\t\t OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t - OUT.Emissive_5 = float3(0, 0, 0);\n\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t - \n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t\n\t\t SurfaceData surface;\n\t\t BuiltinData - builtin;\n\t\t surface = (SurfaceData)0;\n\t\t builtin - = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t - ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t - #else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t - #endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t - float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t - float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t - float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t - float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if - USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS : - TEXCOORD8; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define - VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0.752942443, 0.000303526991, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t - \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t float AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t - SG_Input_90decfacc3eb4764eb5582bb13bef408 IN,\n\t\t /* Property: Color - */ float4 Color_test)\n\t\t {\n\t\t // Node: Property\n\t\t - float4 _Property_788C542D_Out_0 = Color_test;\n\t\t \n\t\t // Node: - shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t OUT.AlphaThreshold_7 = - 0.5;\n\t\t return OUT;\n\t\t }\n\t\t \n\n\t\t\n\t\t\t#pragma fragment - frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, out float4 outMotionVector : SV_Target1\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t \n\t\t SurfaceData surface;\n\t\t - BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t - builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t - #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * - 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t\toutMotionVector.a - = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define - UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\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\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\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\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0.752942443, 0.000303526991, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for - alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]1_3' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/1_3\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR - 1\n\t\t#define HDRP_LIT 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0, 0, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t - float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t - float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t - float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t - float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if - USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS : - TEXCOORD8; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define - VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0, 0, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t - \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t };\n\t\t \n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN,\n\t\t /* Property: Color */ float4 Color_test)\n\t\t {\n\t\t - // Node: Property\n\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t - \n\t\t // Node: shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t return OUT;\n\t\t }\n\t\t - \n\n\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, - out float4 outColor : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t SurfaceData surface;\n\t\t - BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t - builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t - #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * - 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t\toutMotionVector.a - = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define - UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\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\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\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\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0, 0, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]2_3' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/2_3\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR - 1\n\t\t#define HDRP_LIT 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.346704096, 0.116970696, 0.0284260381, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ADD\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t - float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t - float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t - float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t - float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if - USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS : - TEXCOORD8; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define - VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.346704096, 0.116970696, 0.0284260381, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t - \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t };\n\t\t \n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN,\n\t\t /* Property: Color */ float4 Color_test)\n\t\t {\n\t\t - // Node: Property\n\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t - \n\t\t // Node: shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t return OUT;\n\t\t }\n\t\t - \n\n\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, - out float4 outColor : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t SurfaceData surface;\n\t\t - BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t - builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t - #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * - 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t\toutMotionVector.a - = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define - UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 - normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == - VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 - cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER) - || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(4, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\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\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\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\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.346704096, 0.116970696, 0.0284260381, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]0_2' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/0_2\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" - \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest - LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD - 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER - 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD - 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY - 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define HDRP_LIT 1\n\t\t#define - IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define FORCE_NORMAL_VARYING 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) - || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.13013652, 0.445201248, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for - alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t#pragma - multi_compile _ WRITE_MSAA_DEPTH\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.13013652, 0.445201248, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for - alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\n\t\t Stencil\n\t\t {\n\t\t WriteMask - 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\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\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\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\tVFX_OPTIONAL_INTERPOLATION - float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING - || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t - float3 posWS : TEXCOORD7;\n\t\t #endif\n\t\t\n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP - || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS - bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.13013652, 0.445201248, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t - \n\t\t #ifndef VFX_SHADERGRAPH\n\t\t \n\t\t void 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\n\t\t \t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t - \t // Loads diffusion profile\n\t\t \t#else\n\t\t \tconst uint diffusionProfileHash - = 0;\n\t\t \t#endif\n\t\t \t\n\t\t \tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t - \tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t \tPositionInputs posInput = - GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t - \t\n\t\t \tfloat alpha;\n\t\t \tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t - \tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t - \n\t\t \tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t - \t\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t //TODO: investigate - why this is needed\n\t\t preLightData.coatPartLambdaV = 0;\n\t\t - preLightData.coatIblR = 0;\n\t\t preLightData.coatIblF = 0;\n\t\t - \n\t\t \tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t - }\n\t\t \n\t\t void VFXGetHDRPLitData(out SurfaceData surfaceData, out - BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData - uvData)\n\t\t {\n\t\t \tBSDFData bsdfData = (BSDFData)0;\n\t\t \tPreLightData - preLightData = (PreLightData)0;\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t - \tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t - }\n\t\t \n\t\t #endif\n\t\t \n\t\t \n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t - \n\t\t \n\t\t\n\t\t\t\t\t\n\t\t \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t float AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t - SG_Input_90decfacc3eb4764eb5582bb13bef408 IN,\n\t\t /* Property: Color - */ float4 Color_test)\n\t\t {\n\t\t // Node: Property\n\t\t - float4 _Property_788C542D_Out_0 = Color_test;\n\t\t \n\t\t // Node: - shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t OUT.AlphaThreshold_7 = - 0.5;\n\t\t return OUT;\n\t\t }\n\t\t \n\n\t\t\t#pragma fragment - frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\n\t\t - #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t - surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t - \n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t - surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion - = 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.Alpha_4;\n\t\t - VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t surface.perceptualSmoothness - = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t - surface.metallic = OUTSG.Metallic_2;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = - OUTSG.BaseColor_1;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.Normal_8;\n\t\t - normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t - surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t - builtin.emissiveColor = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t - \n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t - ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t - #else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t - #endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\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\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING - || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 - posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP - || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS - bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define - VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.13013652, 0.445201248, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t - \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t float AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t - SG_Input_90decfacc3eb4764eb5582bb13bef408 IN,\n\t\t /* Property: Color - */ float4 Color_test)\n\t\t {\n\t\t // Node: Property\n\t\t - float4 _Property_788C542D_Out_0 = Color_test;\n\t\t \n\t\t // Node: - shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t OUT.AlphaThreshold_7 = - 0.5;\n\t\t return OUT;\n\t\t }\n\t\t \n\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\t, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t \n\t\t SurfaceData surface;\n\t\t - BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t - builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t - #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t - #endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a - = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\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\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\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)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\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\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\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\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.13013652, 0.445201248, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_90decfacc3eb4764eb5582bb13bef408\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_90decfacc3eb4764eb5582bb13bef408 - SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - OUT.AlphaThreshold_7 = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, bool frontFace - : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// We need the depth color as SV_Target0 for - alpha to coverage\n\t\t\t\t\t\t, out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_90decfacc3eb4764eb5582bb13bef408 - INSG = (SG_Input_90decfacc3eb4764eb5582bb13bef408)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_90decfacc3eb4764eb5582bb13bef408 OUTSG = SG_Evaluate_90decfacc3eb4764eb5582bb13bef408(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]1_2' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/1_2\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR - 1\n\t\t#define HDRP_LIT 1\n\t\t#define FORCE_NORMAL_VARYING 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) - || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.274677366, 0.48514998, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\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\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING - || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 - posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP - || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS - bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define - VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.274677366, 0.48514998, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t - \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t };\n\t\t \n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN,\n\t\t /* Property: Color */ float4 Color_test)\n\t\t {\n\t\t - // Node: Property\n\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t - \n\t\t // Node: shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t return OUT;\n\t\t }\n\t\t - \n\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\t, - out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool - frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t SurfaceData surface;\n\t\t - BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t - builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t - #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t - #endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a - = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\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\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\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\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\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\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0, 0.274677366, 0.48514998, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]2_2' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/2_2\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE - 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY - 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR - 1\n\t\t#define HDRP_LIT 1\n\t\t#define FORCE_NORMAL_VARYING 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) - || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0, 0, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ADD\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\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\tVFX_OPTIONAL_INTERPOLATION - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: - normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING - || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 - posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION - float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP - || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS - bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define - VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0, 0, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, - out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t - \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t - \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t - \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at - this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t - \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t - // Node: shadowcommon\n\t\t void Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t \n\t\t - // Node: shadowcommon\n\t\t void Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t {\n\t\t Out = dot(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Power_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = pow(A, B);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float3 A, - float3 B, out float3 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Add_float(float A, float - B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Fraction_float(float In, - out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t void Unity_Multiply_float(float A, - float B, out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t - \n\t\t // Node: shadowcommon\n\t\t struct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t void SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t {\n\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t float4 - _Multiply_8832EC16_Out_2;\n\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t - float _DotProduct_58298AF_Out_2;\n\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t float _Power_D378AB35_Out_2;\n\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t float _Add_1A493CDB_Out_2;\n\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t float _Add_7459BBAA_Out_2;\n\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t - float _Fraction_8B482222_Out_1;\n\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t float _Power_47A4E361_Out_2;\n\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t - float _Multiply_685C319E_Out_2;\n\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t }\n\t\t \n\t\t struct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 WorldSpacePosition;\n\t\t half4 uv0;\n\t\t - };\n\t\t \n\t\t struct SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t - {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t - float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t - float Alpha_4;\n\t\t };\n\t\t \n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN,\n\t\t /* Property: Color */ float4 Color_test)\n\t\t {\n\t\t - // Node: Property\n\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t - \n\t\t // Node: shadowcommon\n\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t \n\t\t // Visual Effect - Master\n\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t - OUT.BaseColor_1 = (_Property_788C542D_Out_0.xyz);\n\t\t OUT.Metallic_2 - = 0;\n\t\t OUT.Smoothness_3 = 0.5;\n\t\t OUT.Normal_8 = float3 - (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 - = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t return OUT;\n\t\t }\n\t\t - \n\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\t, - out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool - frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, - out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t - \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t SurfaceData surface;\n\t\t - BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t - builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures - = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion - = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t - surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t - builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t - #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t - surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t - #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = - OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t - surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 - n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t - #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t - \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor - = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t - outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t - #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t - #endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a - = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\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\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define - VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define - NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define - NEEDS_WORLDPOS\tVFX_NEEDS_POSWS_INTERPOLATOR\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\t// - w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored - in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if - NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if - NEEDS_WORLDPOS\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS - cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(1.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = attributes.color;\n\t\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\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\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\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 0, 0, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_MOTION_VECTORS\n\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t#define - SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\t#else\n\t\t\t\t\t#define SHADERPASS - SHADERPASS_DEPTH_ONLY\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\tvoid VFXGetHDRPLitData(out SurfaceData - surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData - preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, - uint2 tileIndex)\n\t\t\t\t\t{\t\n\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t - // Loads diffusion profile\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha;\n\t\t\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\t\t\n\t\t\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\t\t\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t //TODO: investigate why this is needed\n\t\t\t\t\t - preLightData.coatPartLambdaV = 0;\n\t\t\t\t\t preLightData.coatIblR = 0;\n\t\t\t\t\t - preLightData.coatIblF = 0;\n\t\t\t\t\t \n\t\t\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t\t\t{\n\t\t\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t\t\t#ifndef - SHADERPASS\n\t\t\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_bf145a1bf74af8246994bbb7022ac7e4\n\t\t\t\t\t{\n\t\t\t\t\t float3 - Normal_8;\n\t\t\t\t\t float Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_bf145a1bf74af8246994bbb7022ac7e4 - SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUT;\n\t\t\t\t\t - OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t\t\t OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t - return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma - fragment frag\n\t\t\t\t\tvoid frag(ps_input i\n\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t, - bool frontFace : SV_IsFrontFace\n\t\t\t\t\t#endif\n\t\t\t\t\t#if VFX_PASSDEPTH - == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t, out float4 outMotionVector - : SV_Target1\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, out - float4 outNormalBuffer : SV_Target2\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t// - When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t\t, out - float4 outMotionVector : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t#ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t// - We need the depth color as SV_Target0 for alpha to coverage\n\t\t\t\t\t\t, - out float4 outDepthColor : SV_Target0\n\t\t\t\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t\t\t, - out float4 outNormalBuffer : SV_Target1\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif - defined(WRITE_NORMAL_BUFFER)\n\t\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t\t\t#endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outColor - : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\tfloat3 bitangentWS = - cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\tbitangentWS = - cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_bf145a1bf74af8246994bbb7022ac7e4 - INSG = (SG_Input_bf145a1bf74af8246994bbb7022ac7e4)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_bf145a1bf74af8246994bbb7022ac7e4 OUTSG = SG_Evaluate_bf145a1bf74af8246994bbb7022ac7e4(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t\t\t - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t\t\t - #else\n\t\t\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t\t\t - float3 n = OUTSG.Normal_8;\n\t\t\t\t\t normalWS = mul(n,tbn);\n\t\t\t\t\t - #endif\n\t\t\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t\t\t - surface.normalWS = normalWS;\n\t\t\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), - i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t\t\t #endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\t// - We use depth prepass for scene selection in the editor, this code allow to - output the outline correctly\n\t\t\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, - 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\t//void\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined\n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 19 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 24 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 28 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 35 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 39 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 42 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 46 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 49 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 52 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 56 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 59 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 62 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 64 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 67 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 70 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 15 - - op: 1 - valueIndex: 71 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 72 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 15 - - op: 1 - valueIndex: 73 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 77 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 80 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 83 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 84 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 88 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 91 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 94 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 98 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 99 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 6 - m_Value: 1 - - m_ExpressionIndex: 28 - m_Value: 0.5 - - m_ExpressionIndex: 33 - m_Value: 1.5 + m_Array: [] m_Vector2f: - m_Array: - - m_ExpressionIndex: 0 - m_Value: {x: 1, y: 1} - - m_ExpressionIndex: 19 - m_Value: {x: 0, y: 0} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 1 - m_Value: {x: -0.75, y: 0, z: 0} - - m_ExpressionIndex: 3 - m_Value: {x: -0.75, y: -3, z: 0} - - m_ExpressionIndex: 5 - m_Value: {x: 4, y: 3, z: 0} - - m_ExpressionIndex: 10 - m_Value: {x: 4, y: -3, z: 0} - - m_ExpressionIndex: 12 - m_Value: {x: 1.75, y: 3, z: 0} - - m_ExpressionIndex: 14 - m_Value: {x: 1.75, y: 0, z: 0} - - m_ExpressionIndex: 15 - m_Value: {x: 4, y: 0, z: 0} - - m_ExpressionIndex: 17 - m_Value: {x: -0.75, y: 3, z: 0} - - m_ExpressionIndex: 18 - m_Value: {x: -3, y: 0, z: 0} - - m_ExpressionIndex: 20 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 21 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 26 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 27 - m_Value: {x: -3, y: 3, z: 0} - - m_ExpressionIndex: 30 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 31 - m_Value: {x: -3, y: -3, z: 0} - - m_ExpressionIndex: 34 - m_Value: {x: 1.75, y: -3, z: 0} + m_Array: [] m_Vector4f: - m_Array: - - m_ExpressionIndex: 2 - m_Value: {x: 0.13286836, y: 0.13013652, z: 0.47353154, w: 1} - - m_ExpressionIndex: 4 - m_Value: {x: 0.84687346, y: 0.035601325, z: 0.10946172, w: 1} - - m_ExpressionIndex: 7 - m_Value: {x: 0.8796226, y: 0.049706575, z: 0.015996292, w: 1} - - m_ExpressionIndex: 8 - m_Value: {x: 1, y: 0.75294244, z: 0.000303527, w: 1} - - m_ExpressionIndex: 9 - m_Value: {x: 1, y: 0, z: 0, w: 1} - - m_ExpressionIndex: 11 - m_Value: {x: 0.3467041, y: 0.116970696, z: 0.028426038, w: 1} - - m_ExpressionIndex: 13 - m_Value: {x: 0, y: 0.13013652, z: 0.44520125, w: 1} - - m_ExpressionIndex: 16 - m_Value: {x: 0, y: 0.27467737, z: 0.48514998, w: 1} - - m_ExpressionIndex: 25 - m_Value: {x: 0.000607054, y: 0.3813261, z: 0.07818743, w: 1} - - m_ExpressionIndex: 29 - m_Value: {x: 1, y: 1, z: 1, w: 1} - - m_ExpressionIndex: 32 - m_Value: {x: 0.10702311, y: 0.043735042, z: 0.30498737, w: 1} + m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 23 - m_Value: 4294967295 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: @@ -13979,92 +544,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 22 - m_Value: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} - - m_ExpressionIndex: 24 - m_Value: {fileID: 4300000, guid: 9e0af751bc36ea146940ba245193e28c, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 32 - layout: - - name: 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Infinity - m_Tooltip: Alpha threshold used for pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx index faf41ba4ef6..f72cee2b9d3 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx @@ -54,7 +54,6 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614582} - {fileID: 8926484042661614568} - {fileID: 8926484042661614573} - {fileID: 8926484042661614577} @@ -1822,49 +1821,3 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614582 -MonoBehaviour: - 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-Infinity - m_Max: Infinity - m_Tooltip: Alpha threshold used for pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx index 293810a5118..013b6cd787d 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx @@ -1144,7 +1144,6 @@ MonoBehaviour: m_InputSlots: - {fileID: 8926484042661614555} - {fileID: 8926484042661614556} - - {fileID: 8926484042661614567} m_OutputSlots: [] m_Label: m_Data: {fileID: 114428730288789306} @@ -1408,49 +1407,3 @@ MonoBehaviour: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614567 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614567} - m_MasterData: - m_Owner: {fileID: 8926484042661614553} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0.5 - m_Space: 2147483647 - m_Property: - name: alphaThreshold - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 0 - m_Min: 0 - m_Max: 1 - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: Alpha threshold used for pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx index 58d3ba38e34..2e8c8aeb15a 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx @@ -799,10 +799,11 @@ VisualEffectResource: name: '[System 1]Initialize Particle' source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define - VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_VELOCITY_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n float4 Size_c;\n float3 Color_d;\n float Alpha_f;\n float3 Position_e;\n uint PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 velocity;\n float lifetime;\n float size;\n float age;\n float3 color;\n float3 @@ -895,10 +896,10 @@ VisualEffectResource: name: '[System 1]Update Particle' source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define - VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_VELOCITY_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define + VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 velocity;\n float lifetime;\n float age;\n float3 position;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\n\n#define USE_DEAD_LIST @@ -969,19 +970,19 @@ VisualEffectResource: SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_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_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define - VFX_BYPASS_EXPOSURE 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define + (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_LIFETIME_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define + VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_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_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define + VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define + IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW + 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define + VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float lifetime;\n\t\t float size;\n\t\t float @@ -1026,10 +1027,12 @@ VisualEffectResource: posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t#define - SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include + SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t#define + SHADERPASS SHADERPASS_SHADOWS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL + || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t @@ -1152,7 +1155,7 @@ VisualEffectResource: normalWS = normalize(TransformNormalVFXToWorld((-transpose(elementToVFX_N)[2])));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformNormalVFXToWorld((transpose(elementToVFX_N)[0])));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS @@ -1189,8 +1192,10 @@ VisualEffectResource: = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if + VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, + posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t + \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH @@ -1206,7 +1211,8 @@ VisualEffectResource: VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t + == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif + VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t \n\t\t\t\t\t \n\t\t\t\t\t float alpha = OUTSG.;\n\t\t\t\t\t #else\n\t\t\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha @@ -1223,8 +1229,9 @@ VisualEffectResource: = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error - VFX_PASSDEPTH undefined \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t// + = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy + = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined + \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t\t\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : @@ -1380,7 +1387,7 @@ VisualEffectResource: normalWS = normalize(TransformNormalVFXToWorld((-transpose(elementToVFX_N)[2])));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformNormalVFXToWorld((transpose(elementToVFX_N)[0])));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS @@ -1462,8 +1469,8 @@ VisualEffectResource: name: '[System 1]CameraSort' source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define - VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n float4x4 localToWorld;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\n\nCBUFFER_START(params)\n diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock.meta new file mode 100644 index 00000000000..f9b00cfbd51 --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4b96cc03ba9443a4089bedcb9572c02b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/08_Shadows.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/08_Shadows.png index ef1f409f86b..392a49eeadc 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/08_Shadows.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/08_Shadows.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:68bd165c3910aad076f43adb5cb23980ec20e3e78abb94c2b8f9e9cae71aa53b -size 239771 +oid sha256:2af59ce2c55304146921547b468d230daed4acc2fc582c9de933d627e059523f +size 222096 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/26_NonUnifomScale.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/26_NonUnifomScale.png index 18d8b03b826..d1457d94acd 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/26_NonUnifomScale.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/26_NonUnifomScale.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b875b29f5e10cdaf1fc58e25299228e4d2f66c9711ce5692c90bd009ef374107 -size 299657 +oid sha256:250b69f490e01d9eebc20c0a7eed6a8e61c3d81d20287b5858858367df533561 +size 238552 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/08_Shadows.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/08_Shadows.png index aa80eb73e11..392a49eeadc 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/08_Shadows.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/08_Shadows.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bec80a9703750e4dcd10c92bca91fde36e315fc3732017c0fab7d863e6500cbd -size 289966 +oid sha256:2af59ce2c55304146921547b468d230daed4acc2fc582c9de933d627e059523f +size 222096 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/26_NonUnifomScale.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/26_NonUnifomScale.png index 18d8b03b826..d1457d94acd 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/26_NonUnifomScale.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/26_NonUnifomScale.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b875b29f5e10cdaf1fc58e25299228e4d2f66c9711ce5692c90bd009ef374107 -size 299657 +oid sha256:250b69f490e01d9eebc20c0a7eed6a8e61c3d81d20287b5858858367df533561 +size 238552 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None.meta new file mode 100644 index 00000000000..8c5c6f8c5f0 --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7b14dd94660c0244cb47d6c0bd728463 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png index 03b87c87e67..392a49eeadc 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:29c55679356c0545cce999708c21e42313082baabd5cb8e8070d155309f1f3fb -size 219493 +oid sha256:2af59ce2c55304146921547b468d230daed4acc2fc582c9de933d627e059523f +size 222096 diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png.meta index 729d5d7b5c4..84222a44d54 100644 --- a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png.meta +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/08_Shadows.png.meta @@ -1,9 +1,9 @@ fileFormatVersion: 2 -guid: 076cd13ac0a679843a44848d340cb430 +guid: 939c3541c5ccea64c9eff79853b78993 TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 8 + serializedVersion: 11 mipmaps: mipMapMode: 0 enableMipMap: 0 @@ -23,6 +23,7 @@ TextureImporter: isReadable: 1 streamingMipmaps: 0 streamingMipmapsPriority: 0 + vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -54,11 +55,15 @@ TextureImporter: textureType: 0 textureShape: 1 singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 platformSettings: - - serializedVersion: 2 + - serializedVersion: 3 buildTarget: DefaultTexturePlatform maxTextureSize: 2048 resizeAlgorithm: 0 @@ -69,6 +74,7 @@ TextureImporter: allowsAlphaSplitting: 0 overridden: 0 androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/102_ShadergraphShadow.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/102_ShadergraphShadow.png.meta index a6dbc272cc3..8fdff4896c2 100644 --- 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pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx index cf1732fb310..9db7d7ef963 100644 --- a/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/Shadow/102_ShaderGraphShadow.vfx @@ -493,5251 +493,24 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 102_ShaderGraphShadow m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[Main]Initialize Particle' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES - 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define - VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define - VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\n\n\nstruct - Attributes\n{\n float3 position;\n float size;\n float angleX;\n - float angleY;\n float angleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\n\n#define - USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\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 - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if USE_DEAD_LIST\nRWStructuredBuffer 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\n#if HAS_STRIPS\nRWBuffer - stripDataBuffer;\n#endif\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\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_3278B22F(inout float size, float Size) /*attribute:size - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = - Size;\n}\nvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, - inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n - angleZ = Angle.z;\n}\n\n\n\n// Due to a bug in HLSL compiler, disable spurious - \"unitialized variable\" due to mid function return statement\n#pragma warning(push)\n#pragma - warning(disable : 4000)\n#if HAS_STRIPS\nbool GetParticleIndex(inout uint particleIndex, - uint stripIndex)\n{\n\tuint relativeIndex;\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, - stripIndex), 1, relativeIndex);\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) - // strip is full\n\t{\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), - -1); // Remove previous increment\n\t\treturn false;\n\t}\n\n\tparticleIndex - = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex) - + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\n return true;\n}\n#endif\n#pragma - warning(pop)\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 VFX_USE_SPAWNER_FROM_GPU\n - uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) - << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if USE_DEAD_LIST\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n\t\tuint particleIndex = id + currentSpawnIndex;\n\t\t\n#if - !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex = 0;\n /*//Loop with - 1 iteration generate a wrong IL Assembly (and actually, useless code)\n - uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; sourceIndex<1; - sourceIndex++)\n {\n currentSumSpawnCount += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x1 + 0x0) << 2)));\n if (id < currentSumSpawnCount)\n - {\n break;\n }\n }\n */\n \n\n#endif\n\n\t\tAttributes - attributes = (Attributes)0;\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\n - attributes.position = float3(0, 0, 0);\n attributes.size = (float)0.100000001;\n - attributes.angleX = (float)0;\n attributes.angleY = (float)0;\n - attributes.angleZ = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - attributes.particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n - attributes.seed = WangHash(particleIndex ^ systemSeed);\n#endif\n#if VFX_USE_SPAWNINDEX_CURRENT\n - attributes.spawnIndex = id;\n#endif\n#if HAS_STRIPS\n#if !VFX_USE_SPAWNER_FROM_GPU\n\t\t\n#else\n - uint stripIndex = sourceIndex;\n#endif\n\t\tstripIndex = min(stripIndex, STRIP_COUNT);\n\n - if (!GetParticleIndex(particleIndex, stripIndex))\n return;\n\n - const StripData stripData = GetStripDataFromStripIndex(stripIndex, PARTICLE_PER_STRIP_COUNT);\n\t\tInitStripAttributes(particleIndex, - attributes, stripData);\n\t\t// TODO Change seed to be sure we're deterministic - on random with strip\n#endif\n \n {\n SetAttribute_CAC29747( - /*inout */attributes.position, float3(0, 0, 0));\n }\n {\n - SetAttribute_3278B22F( /*inout */attributes.size, (float)1.5);\n }\n - {\n SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout - */attributes.angleY, /*inout */attributes.angleZ, float3(0, 0, 0));\n - }\n \n\n\t\t\n#if VFX_USE_ALIVE_CURRENT\n if (attributes.alive)\n#endif - \n {\n#if USE_DEAD_LIST\n\t uint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n#else\n uint index = particleIndex;\n#endif\n - attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(attributes.position));\n - attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(attributes.size));\n - attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(attributes.angleX));\n - attributeBuffer.Store((index * 0x8 + 0x5) << 2,asuint(attributes.angleY));\n - attributeBuffer.Store((index * 0x8 + 0x6) << 2,asuint(attributes.angleZ));\n - \n\n }\n }\n}\n" - - compute: 0 - name: '[Main]0_0' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/0_0\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"False\" - \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest - LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD - 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#elif VFX_PASSDEPTH == - VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"UniversalForward\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\n\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 color - : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - \n\t\t //Call Shader Graph\n\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t float3 posRelativeWS - = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS - = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t - o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; - //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#elif VFX_PASSDEPTH == - VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(1, 1, 1, 1);\n\t\t\t }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]2_0' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/2_0\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#elif VFX_PASSDEPTH == - VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.107023098, 0.0437350385, 0.304987401, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"UniversalForward\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\n\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 color - : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.107023098, 0.0437350385, 0.304987401, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - \n\t\t //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 posRelativeWS - = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS - = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t - o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; - //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#elif VFX_PASSDEPTH == - VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.107023098, 0.0437350385, 0.304987401, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]1_0' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/1_0\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#elif VFX_PASSDEPTH == - VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.000607053982, 0.381326109, 0.0781874284, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"UniversalForward\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\n\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 color - : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.000607053982, 0.381326109, 0.0781874284, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn - = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if - VFX_SHADERGRAPH\n\t\t float4 Color_test = i.Color_test;\n\t\t - \n\t\t //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 posRelativeWS - = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS - = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t - o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; - //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : - TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t - \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t - #endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t - \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#elif VFX_PASSDEPTH == - VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) - && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined - when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint - index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn - attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 - currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 - prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint - prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent - = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 - nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex - + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + - nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint - vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData - stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint - currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index - of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE - + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint - index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint - index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif - VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) - * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if - USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-3, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if - !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if - VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x - = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x - = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = - texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) - >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if - VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, - o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along - their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, - currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ - = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY - = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ - = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, - \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if - HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // - Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst - float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, - 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t - \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t - #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t - #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tfloat3 posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t - float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t Color_test__ - = float4(0.000607053982, 0.381326109, 0.0781874284, 1);\n\t\t\t }\n\t\t\t - o.Color_test = Color_test__;\n\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]0_1' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/0_1\"\n{\n\tSubShader\n\t{\n\t\tTags - { \"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest - LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD - 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\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\"=\"UniversalForward\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\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 - VFX_SHADERGRAPH_HAS_UV1\n\t\t\t\tfloat4 uv1 : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV2\n\t\t\t\tfloat4 uv2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV3\n\t\t\t\tfloat4 uv3 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t\tfloat4 vertexColor : COLOR1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT - || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// - w: exposure weight\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// - y: motion vectors scale Y\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD5;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\n\t\t\t#pragma fragment - frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t - #if VFX_SHADERGRAPH \n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG,Color_test);\n\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t #else\n\t\t #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t - \n\t\t \t\t\n\t\t \t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t - \t\t\n\t\t \t\t#ifndef VFX_TEXTURE_COLOR\n\t\t \t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t \t\t#endif\n\t\t - \t\t\n\t\t \t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t \t\t\to.color - = color * VFX_TEXTURE_COLOR;\n\t\t \t\t#endif\n\t\t \t\t\n\t\t - \t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t \t\t\t\n\t\t - \t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t - \t\t#endif\n\t\t \t\t\n\t\t \t\t\n\t\t #endif\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a - = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.879622579, 0.0497065745, 0.0159962922, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_8b883d38c9695c742ae57b87af5e5dc8\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t float AlphaThreshold_7;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_8b883d38c9695c742ae57b87af5e5dc8 - SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t OUT.AlphaThreshold_7 - = 0.5;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_8b883d38c9695c742ae57b87af5e5dc8 - INSG = (SG_Input_8b883d38c9695c742ae57b87af5e5dc8)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_8b883d38c9695c742ae57b87af5e5dc8 OUTSG = SG_Evaluate_8b883d38c9695c742ae57b87af5e5dc8(INSG);\n\t\t\t\t\t - #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t - i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t\t\t #endif\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]1_1' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/1_1\"\n{\n\tSubShader\n\t{\n\t\tTags - { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.132868364, 0.13013652, 0.473531544, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\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\"=\"UniversalForward\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\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 - VFX_SHADERGRAPH_HAS_UV1\n\t\t\t\tfloat4 uv1 : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV2\n\t\t\t\tfloat4 uv2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV3\n\t\t\t\tfloat4 uv3 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t\tfloat4 vertexColor : COLOR1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT - || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// - w: exposure weight\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// - y: motion vectors scale Y\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD5;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.132868364, 0.13013652, 0.473531544, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t - #if VFX_SHADERGRAPH \n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t #else\n\t\t #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t - \n\t\t \t\t\n\t\t \t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t - \t\t\n\t\t \t\t#ifndef VFX_TEXTURE_COLOR\n\t\t \t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t \t\t#endif\n\t\t - \t\t\n\t\t \t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t \t\t\to.color - = color * VFX_TEXTURE_COLOR;\n\t\t \t\t#endif\n\t\t \t\t\n\t\t - \t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t \t\t\t\n\t\t - \t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t - \t\t#endif\n\t\t \t\t\n\t\t \t\t\n\t\t #endif\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a - = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, 0, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.132868364, 0.13013652, 0.473531544, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Main]2_1' - source: "Shader \"Hidden/VFX/102_ShaderGraphShadow/Main/2_1\"\n{\n\tSubShader\n\t{\n\t\tTags - { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define - NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL - (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION - (2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_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_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS - 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define - HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct - Attributes\n\t\t{\n\t\t float3 position;\n\t\t float size;\n\t\t float - angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float3 color;\n\t\t - float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t - float3 axisZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float - pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct - SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define - VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION - nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if - USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if - HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD - || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros - to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define - VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) - unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint - instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend - Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.846873462, 0.0356013253, 0.109461717, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\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\"=\"UniversalForward\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\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 - VFX_SHADERGRAPH_HAS_UV1\n\t\t\t\tfloat4 uv1 : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV2\n\t\t\t\tfloat4 uv2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_UV3\n\t\t\t\tfloat4 uv3 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t\tfloat4 vertexColor : COLOR1;\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT - || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// - w: exposure weight\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// - y: motion vectors scale Y\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD5;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if - SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if - SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct - ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 - outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR - color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define - VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.846873462, 0.0356013253, 0.109461717, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, out - float4 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 Out)\n\t\t\t{\n\t\t\t - Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Add_float4(float4 - A, float4 B, out float4 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 B, - out float Out)\n\t\t\t{\n\t\t\t Out = dot(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Power_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: - shadowcommon\n\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, out float3 - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid - Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = - A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tvoid Unity_Fraction_float(float - In, out float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// - Node: shadowcommon\n\t\t\tvoid Unity_Multiply_float(float A, float B, out float - Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: shadowcommon\n\t\t\tstruct - Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float4 _UV_C1D6C750_Out_0 = - IN.uv0;\n\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t float4 _Multiply_8832EC16_Out_2;\n\t\t\t - Unity_Multiply_float(_UV_C1D6C750_Out_0, (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t - float4 _Fraction_C67AB6AC_Out_1;\n\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t float _Split_ADFC2E69_B_3 - = _Multiply_CC879A2F_Out_2[2];\n\t\t\t float _Split_ADFC2E69_A_4 = 0;\n\t\t\t - float _Add_1A493CDB_Out_2;\n\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t OutVector4_1 = - _Multiply_685C319E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t - float3 WorldSpacePosition;\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t - float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN,\n\t\t\t /* Property: Color */ float4 Color_test)\n\t\t\t{\n\t\t\t - // Node: Property\n\t\t\t float4 _Property_788C542D_Out_0 = Color_test;\n\t\t\t\n\t\t\t - // Node: shadowcommon\n\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t OUT.Color_6 = (_Property_788C542D_Out_0.xyz);\n\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t - #if VFX_SHADERGRAPH \n\t\t float4 Color_test = i.Color_test;\n\t\t - //Call Shader Graph\n\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 - posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.WorldSpacePosition - = posRelativeWS;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t - SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG,Color_test);\n\t\t - \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t - o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t - #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t - #endif\n\t\t #else\n\t\t #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t - \n\t\t \t\t\n\t\t \t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t - \t\t\n\t\t \t\t#ifndef VFX_TEXTURE_COLOR\n\t\t \t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t \t\t#endif\n\t\t - \t\t\n\t\t \t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t \t\t\to.color - = color * VFX_TEXTURE_COLOR;\n\t\t \t\t#endif\n\t\t \t\t\n\t\t - \t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t \t\t\t\n\t\t - \t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t - \t\t#endif\n\t\t \t\t\n\t\t \t\t\n\t\t #endif\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if - WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, - encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a - = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping - for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define - USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\t\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SHADOW\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\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 : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t - #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t - #endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 - cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t - VFX_OPTIONAL_INTERPOLATION float4 Color_test : NORMAL0;\n\t\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV - uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define - VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS - cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t - float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if - defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t - VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint - index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes - attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes - = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex - = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha - = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive - = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX - = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleY - = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.angleZ - = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tattributes.color - = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX - = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ - = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY - = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX - = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ - = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// - Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, - attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - SetAttribute_FDD06EC7( /*inout */attributes.color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - SetAttribute_C707D62A( /*inout */attributes.position, float3(-0.75, -3, 0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy - = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 - = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t - o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t - o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t - o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if - VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if - VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3 - inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 - csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 - normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse - transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 - previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = - float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int - itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor - (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint - itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint - read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] - = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint - previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif - (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 - oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS - = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS - = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT - && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || - !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat - alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - alphaThreshold = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy - * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV) - && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND - = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t - \n\t\t\t float4 Color_test__ = (float4)0;{\n\t\t\t \n\t\t\t - Color_test__ = float4(0.846873462, 0.0356013253, 0.109461717, 1);\n\t\t\t - }\n\t\t\t o.Color_test = Color_test__;\n\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef - VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH - 0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl\"\n\t\t\t\t\t\t\t#include - \"Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#include - \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float4 A, float4 B, - out float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float4(float4 In, out float4 - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float4(float4 A, float4 B, out - float4 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_DotProduct_float4(float4 A, float4 - B, out float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = dot(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Power_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = pow(A, B);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float3 A, float3 B, - out float3 Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Add_float(float A, float B, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A + B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Fraction_float(float In, out float - Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = frac(In);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tvoid Unity_Multiply_float(float A, float B, out - float Out)\n\t\t\t\t\t{\n\t\t\t\t\t Out = A * B;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\t// - Node: shadowcommon\n\t\t\t\t\tstruct Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tvoid - SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - IN, out float OutVector4_1)\n\t\t\t\t\t{\n\t\t\t\t\t float4 _UV_C1D6C750_Out_0 - = IN.uv0;\n\t\t\t\t\t float _Vector1_E78AD4EB_Out_0 = 2;\n\t\t\t\t\t - float4 _Multiply_8832EC16_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_UV_C1D6C750_Out_0, - (_Vector1_E78AD4EB_Out_0.xxxx), _Multiply_8832EC16_Out_2);\n\t\t\t\t\t float4 - _Fraction_C67AB6AC_Out_1;\n\t\t\t\t\t Unity_Fraction_float4(_Multiply_8832EC16_Out_2, - _Fraction_C67AB6AC_Out_1);\n\t\t\t\t\t float4 _Add_BCC8DD7A_Out_2;\n\t\t\t\t\t - Unity_Add_float4(_Fraction_C67AB6AC_Out_1, float4(-0.5, -0.5, 0, 0), _Add_BCC8DD7A_Out_2);\n\t\t\t\t\t - float _DotProduct_58298AF_Out_2;\n\t\t\t\t\t Unity_DotProduct_float4(_Add_BCC8DD7A_Out_2, - _Add_BCC8DD7A_Out_2, _DotProduct_58298AF_Out_2);\n\t\t\t\t\t float _Power_D378AB35_Out_2;\n\t\t\t\t\t - Unity_Power_float(_DotProduct_58298AF_Out_2, 0.2, _Power_D378AB35_Out_2);\n\t\t\t\t\t - float _Vector1_6F665700_Out_0 = 5;\n\t\t\t\t\t float3 _Multiply_CC879A2F_Out_2;\n\t\t\t\t\t - Unity_Multiply_float(IN.WorldSpacePosition, (_Vector1_6F665700_Out_0.xxx), - _Multiply_CC879A2F_Out_2);\n\t\t\t\t\t float _Split_ADFC2E69_R_1 = _Multiply_CC879A2F_Out_2[0];\n\t\t\t\t\t - float _Split_ADFC2E69_G_2 = _Multiply_CC879A2F_Out_2[1];\n\t\t\t\t\t float - _Split_ADFC2E69_B_3 = _Multiply_CC879A2F_Out_2[2];\n\t\t\t\t\t float _Split_ADFC2E69_A_4 - = 0;\n\t\t\t\t\t float _Add_1A493CDB_Out_2;\n\t\t\t\t\t Unity_Add_float(_Split_ADFC2E69_R_1, - _Split_ADFC2E69_G_2, _Add_1A493CDB_Out_2);\n\t\t\t\t\t float _Add_7459BBAA_Out_2;\n\t\t\t\t\t - Unity_Add_float(_Add_1A493CDB_Out_2, _Split_ADFC2E69_B_3, _Add_7459BBAA_Out_2);\n\t\t\t\t\t - float _Fraction_8B482222_Out_1;\n\t\t\t\t\t Unity_Fraction_float(_Add_7459BBAA_Out_2, - _Fraction_8B482222_Out_1);\n\t\t\t\t\t float _Power_47A4E361_Out_2;\n\t\t\t\t\t - Unity_Power_float(_Fraction_8B482222_Out_1, 0.2, _Power_47A4E361_Out_2);\n\t\t\t\t\t - float _Multiply_685C319E_Out_2;\n\t\t\t\t\t Unity_Multiply_float(_Power_D378AB35_Out_2, - _Power_47A4E361_Out_2, _Multiply_685C319E_Out_2);\n\t\t\t\t\t OutVector4_1 - = _Multiply_685C319E_Out_2;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tstruct SG_Input_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t - float3 WorldSpacePosition;\n\t\t\t\t\t half4 uv0;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tstruct - SG_Output_380960598b0fe4545871a5698eff6c56\n\t\t\t\t\t{\n\t\t\t\t\t float - Alpha_4;\n\t\t\t\t\t};\n\t\t\t\t\t\n\t\t\t\t\tSG_Output_380960598b0fe4545871a5698eff6c56 - SG_Evaluate_380960598b0fe4545871a5698eff6c56(\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - IN)\n\t\t\t\t\t{\n\t\t\t\t\t // Node: shadowcommon\n\t\t\t\t\t Bindings_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0 - _shadowcommon_F533D4A8;\n\t\t\t\t\t _shadowcommon_F533D4A8.WorldSpacePosition - = IN.WorldSpacePosition;\n\t\t\t\t\t _shadowcommon_F533D4A8.uv0 = IN.uv0;\n\t\t\t\t\t - float _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t SG_shadowcommon_9ade3193e899e8d4ba39dc56f10461e0(_shadowcommon_F533D4A8, - _shadowcommon_F533D4A8_OutVector4_1);\n\t\t\t\t\t\n\t\t\t\t\t // Visual - Effect Master\n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUT;\n\t\t\t\t\t - OUT.Alpha_4 = _shadowcommon_F533D4A8_OutVector4_1;\n\t\t\t\t\t return OUT;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint - _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid - frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t - #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t // We need the depth color as SV_Target0 - for alpha to coverage\n\t\t\t\t\t , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t #else\n\t\t\t\t\t - // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t - , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t - , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t #else\n\t\t\t\t\t - , out float4 dummy : SV_Target0\n\t\t\t\t\t #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif - VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t - #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t float4 Color_test = i.Color_test;\n\t\t\t\t\t - //Call Shader Graph\n\t\t\t\t\t SG_Input_380960598b0fe4545871a5698eff6c56 - INSG = (SG_Input_380960598b0fe4545871a5698eff6c56)0;\n\t\t\t\t\t float3 - posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - float3 posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t\t\t - INSG.WorldSpacePosition = posRelativeWS;\n\t\t\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t\t\t - \n\t\t\t\t\t SG_Output_380960598b0fe4545871a5698eff6c56 OUTSG = SG_Evaluate_380960598b0fe4545871a5698eff6c56(INSG);\n\t\t\t\t\t - \n\t\t\t\n\t\t\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t\t\t #else\n\t\t\t\t\t - float alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t - #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if - VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if - UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4 - encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity - * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector - = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH - == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy - = (float4)0;\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error VFX_PASSDEPTH undefined - \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 13 - 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data[1]: -1 - data[2]: -1 - data[3]: 15 - - op: 1 - valueIndex: 47 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 50 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 53 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 55 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 58 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 11 - m_Value: 0.5 - - m_ExpressionIndex: 13 - m_Value: 1.5 + m_Array: [] m_Vector2f: - m_Array: - - m_ExpressionIndex: 0 - m_Value: {x: 1, y: 1} - - m_ExpressionIndex: 19 - m_Value: {x: 0, y: 0} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 2 - m_Value: {x: -0.75, y: 0, z: 0} - - m_ExpressionIndex: 4 - m_Value: {x: -0.75, y: 3, z: 0} - - m_ExpressionIndex: 6 - m_Value: {x: -3, y: 0, z: 0} - - m_ExpressionIndex: 8 - m_Value: {x: -3, y: -3, z: 0} - - m_ExpressionIndex: 9 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 12 - m_Value: {x: -3, y: 3, z: 0} - - m_ExpressionIndex: 14 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 17 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 18 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 20 - m_Value: {x: -0.75, y: -3, z: 0} + m_Array: [] m_Vector4f: - m_Array: - - m_ExpressionIndex: 1 - m_Value: {x: 0.13286836, y: 0.13013652, z: 0.47353154, w: 1} - - m_ExpressionIndex: 3 - m_Value: {x: 0.8796226, y: 0.049706575, z: 0.015996292, w: 1} - - m_ExpressionIndex: 5 - m_Value: {x: 0.000607054, y: 0.3813261, z: 0.07818743, w: 1} - - m_ExpressionIndex: 7 - m_Value: {x: 0.1070231, y: 0.04373504, z: 0.3049874, w: 1} - - m_ExpressionIndex: 10 - m_Value: {x: 1, y: 1, z: 1, w: 1} - - m_ExpressionIndex: 21 - m_Value: {x: 0.84687346, y: 0.035601325, z: 0.10946172, w: 1} + m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 15 - m_Value: 4294967295 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: @@ -5747,90 +520,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 16 - m_Value: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 32 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 8 - element: 0 - - name: size - type: 1 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: angleX - type: 1 - offset: - bucket: 0 - structure: 8 - element: 4 - - name: angleY - type: 1 - offset: - bucket: 0 - structure: 8 - element: 5 - - name: angleZ - type: 1 - offset: - bucket: 0 - structure: 8 - element: 6 - capacity: 4 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -5843,137 +540,7 @@ VisualEffectResource: m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 m_InitialEventName: OnPlay - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435457 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Count - index: 0 - - nameId: Delay - index: 19 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 0 - capacity: 1 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 1 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 18 - - nameId: bounds_size - index: 17 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 1 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 18 - - nameId: bounds_size - index: 17 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 1073741828 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: mesh - index: 16 - - nameId: subMeshMask - index: 15 - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741828 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: mesh - index: 16 - - nameId: subMeshMask - index: 15 - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 1073741828 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: mesh - index: 16 - - nameId: subMeshMask - index: 15 - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 6 + m_Systems: [] --- !u!114 &8926484042661614572 MonoBehaviour: m_ObjectHideFlags: 0 @@ -6318,7 +885,6 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661615176} - {fileID: 8926484042661615177} m_OutputSlots: [] m_Label: 0_0 @@ -7500,7 +2066,6 @@ MonoBehaviour: m_InputSlots: - {fileID: 8926484042661614900} - {fileID: 8926484042661614901} - - {fileID: 8926484042661615192} - {fileID: 8926484042661615193} m_OutputSlots: [] m_Label: 0_1 @@ -8873,52 +3438,6 @@ MonoBehaviour: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615176 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615176} - m_MasterData: - m_Owner: {fileID: 8926484042661614581} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0.5 - m_Space: 2147483647 - m_Property: - name: alphaThreshold - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 0 - m_Min: 0 - m_Max: 1 - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: Alpha threshold used for pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &8926484042661615177 MonoBehaviour: m_ObjectHideFlags: 0 @@ -9429,52 +3948,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615192 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615192} - m_MasterData: - m_Owner: {fileID: 8926484042661614899} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0.5 - m_Space: 2147483647 - m_Property: - name: alphaThreshold - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 0 - m_Min: 0 - m_Max: 1 - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: Alpha threshold used for pixel clipping - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &8926484042661615193 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph_URP/Packages/manifest.json b/TestProjects/VisualEffectGraph_URP/Packages/manifest.json index 2110f7c0dfb..f50dbea18e8 100644 --- a/TestProjects/VisualEffectGraph_URP/Packages/manifest.json +++ b/TestProjects/VisualEffectGraph_URP/Packages/manifest.json @@ -51,4 +51,4 @@ "com.unity.render-pipelines.visualeffectgraph", "com.unity.testframework.graphics" ] -} \ No newline at end of file +} diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2be2824ce6f..51414fc9ff8 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -27,6 +27,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed NullReferenceException when loading multipel scene async - Fixed an issue where a warning about the static sky not being ready was wrongly displayed. - Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) +- VFX : Debug material view were rendering pink for albedo. (case 1290752) ### Changed - Removed XRSystemTests. The GC verification is now done during playmode tests (case 1285012). diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Hexahedron/PassShadowCaster.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Hexahedron/PassShadowCaster.template index 9bafc28465f..9fea0ee4cfa 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Hexahedron/PassShadowCaster.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Hexahedron/PassShadowCaster.template @@ -3,6 +3,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassShadowCaster.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassShadowCaster.template index 7685ced32c4..15d3b46f96c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassShadowCaster.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassShadowCaster.template @@ -3,6 +3,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassShadowCaster.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassShadowCaster.template index ab679306820..0ecd1593fac 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassShadowCaster.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassShadowCaster.template @@ -2,6 +2,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl index deab47c25a7..ad40b5825d4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl @@ -41,31 +41,34 @@ float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinDat // The index stored in this buffer could either be // - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported) // - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty) - int bufferSize = int(_DebugViewMaterialArray[0]); - // Loop through the whole buffer - // Works because GetSurfaceDataDebug will do nothing if the index is not a known one - for (int index = 1; index <= bufferSize; index++) + int bufferSize = _DebugViewMaterialArray[0].x; + if (bufferSize != 0) { - int indexMaterialProperty = int(_DebugViewMaterialArray[index]); - if (indexMaterialProperty != 0) + float3 result = float3(1.0, 0.0, 1.0); + bool needLinearToSRGB = false; + + // Loop through the whole buffer + // Works because GetSurfaceDataDebug will do nothing if the index is not a known one + for (int index = 1; index <= bufferSize; index++) { - float3 result = float3(1.0, 0.0, 1.0); - bool needLinearToSRGB = false; - - GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); - //GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); + int indexMaterialProperty = _DebugViewMaterialArray[index].x; + if (indexMaterialProperty != 0) + { + GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB); + //GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB); GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB); - GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); - GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); - - // TEMP! - // For now, the final blit in the backbuffer performs an sRGB write - // So in the meantime we apply the inverse transform to linear data to compensate. - if (!needLinearToSRGB) - result = SRGBToLinear(max(0, result)); - - outColor = float4(result, 1.0); + GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB); + GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB); + } } + + // TEMP! + // For now, the final blit in the backbuffer performs an sRGB write + // So in the meantime we apply the inverse transform to linear data to compensate. + if (!needLinearToSRGB) + result = SRGBToLinear(max(0, result)); + + outColor = float4(result, 1.0); } if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) @@ -91,7 +94,7 @@ float4 VFXGetPixelOutputForward(const VFX_VARYING_PS_INPUTS i, float3 normalWS, VFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,tileIndex); float3 posRWS = VFXGetPositionRWS(i); - PositionInputs posInput = GetPositionInput(i.VFX_VARYING_POSCS.xy, _ScreenSize.zw, i.VFX_VARYING_POSCS.z, i.VFX_VARYING_POSCS.w, posRWS, tileIndex); + PositionInputs posInput = GetPositionInput(i.VFX_VARYING_POSCS.xy, _ScreenSize.zw, i.VFX_VARYING_POSCS.z, i.VFX_VARYING_POSCS.w, posRWS, tileIndex); return VFXCalcPixelOutputForward(surfaceData,builtinData,preLightData, bsdfData, posInput, posRWS); } @@ -104,13 +107,13 @@ float4 VFXGetPixelOutputForwardShaderGraph(SurfaceData surfaceData, BuiltinData { VFXClipFragmentColor(builtinData.opacity,i); - uint2 tileIndex = uint2(i.VFX_VARYING_POSCS.xy) / GetTileSize(); + uint2 tileIndex = uint2(i.VFX_VARYING_POSCS.xy) / GetTileSize(); float3 posRWS = VFXGetPositionRWS(i); - float4 posSS = i.VFX_VARYING_POSCS; - PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex); + float4 posSS = i.VFX_VARYING_POSCS; + PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex); PreLightData preLightData = (PreLightData)0; - BSDFData bsdfData = (BSDFData)0; + BSDFData bsdfData = (BSDFData)0; bsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData); preLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData); diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index 72bf6185747..4ddeb3c5f6c 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -5,9 +5,22 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [7.5.2] - 2020-11-16 - -Version Updated -The version number for this package has increased due to a version update of a related graphics package. +### Fixed +- GPU Evaluation of Construct Matrix +- Random Per-Component on Set Attribute in Spawn Context [Case 1279294](https://issuetracker.unity3d.com/product/unity/issues/guid/1279294/) +- Fix corrupted UI in nodes due to corrupted point cache files [Case 1232867](https://fogbugz.unity3d.com/f/cases/1232867/) +- Fix InvalidCastException when using byte properties in point cache files [Case 1276623](https://fogbugz.unity3d.com/f/cases/1276623/) +- Forbid creation of context in VisualEffectSubgraphBlock through edge dropping. No context should be allowed. +- Fix shadows not being rendered to some cascades with directional lights [Case 1229972](https://issuetracker.unity3d.com/issues/output-inconsistencies-with-vfx-shadow-casting-and-shadow-cascades) +- Fix [Case 1114281](https://fogbugz.unity3d.com/f/cases/1114281/) +- Fix [Case 1268354](https://fogbugz.unity3d.com/f/cases/1268354/) +- Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates. +- Fix for VisualEffect prefab override window [Case 1242693](https://issuetracker.unity3d.com/product/unity/issues/guid/1242693/) +- Fix [Case 1281861](https://issuetracker.unity3d.com/product/unity/issues/guid/1281861/) +- Unexpected exception while installing samples inside an URP project [Case 1280065](https://issuetracker.unity3d.com/product/unity/issues/guid/1280065/) +- Fix edited operator being collapsed [Case 1270517](https://issuetracker.unity3d.com/product/unity/issues/guid/1270517/) +- Fix View Space Position is VFX Shadergraph [Case 1285603](https://fogbugz.unity3d.com/f/cases/1285603/) +- Fix [Case 1255182](https://fogbugz.unity3d.com/f/cases/1255182/) ## [7.5.1] - 2020-09-02 ### Added diff --git a/com.unity.visualeffectgraph/Editor Default Resources/uss/VFXOperator.uss b/com.unity.visualeffectgraph/Editor Default Resources/uss/VFXOperator.uss index e904b8fcbf0..f5cc4965b1c 100644 --- a/com.unity.visualeffectgraph/Editor Default Resources/uss/VFXOperator.uss +++ b/com.unity.visualeffectgraph/Editor Default Resources/uss/VFXOperator.uss @@ -31,7 +31,7 @@ OperandInfo .unity-text-field OperandInfo .PopupButton { flex:0 0 auto; - width: 55px; + width: 64px; } VFXUnifiedOperatorEdit OperandInfo .unity-label diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionRandom.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionRandom.cs index 05e82bc2728..248345c44a0 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionRandom.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionRandom.cs @@ -6,20 +6,57 @@ namespace UnityEditor.VFX { + struct RandId + { + public RandId(object owner, int id = 0) + { + this.owner = new WeakReference(owner); + this.id = id; + } + + public override bool Equals(object obj) + { + if (!(obj is RandId)) + return false; + + var other = (RandId)obj; + return ReferenceEquals(owner.Target, other.owner.Target) && id == other.id; + } + + public override int GetHashCode() + { + // This is not good practice as hashcode will mutate when target gets destroyed but in our case we don't care. + // Any entry in cache will just be lost, but it would have never been accessed anyway (as owner is lost) + return (RuntimeHelpers.GetHashCode(owner.Target) * 397) ^ id; + } + + WeakReference owner; + int id; + } + #pragma warning disable 0659 class VFXExpressionRandom : VFXExpression { - public VFXExpressionRandom(bool perElement = false) : base(perElement ? VFXExpression.Flags.PerElement : VFXExpression.Flags.None) - {} + public VFXExpressionRandom(bool perElement, RandId id) : base(perElement ? VFXExpression.Flags.PerElement : VFXExpression.Flags.None) + { + m_Id = id; + } public override bool Equals(object obj) { - return ReferenceEquals(this, obj); + if (!base.Equals(obj)) + return false; + + var other = obj as VFXExpressionRandom; + if (other == null) + return false; + + return m_Id.Equals(other.m_Id); } protected override int GetInnerHashCode() { - return RuntimeHelpers.GetHashCode(this); + return (base.GetInnerHashCode() * 397) ^ m_Id.GetHashCode(); } public override VFXExpressionOperation operation { get { return VFXExpressionOperation.GenerateRandom; } } @@ -39,6 +76,8 @@ public override IEnumerable GetNeededAttributes() if (Is(Flags.PerElement)) yield return new VFXAttributeInfo(VFXAttribute.Seed, VFXAttributeMode.ReadWrite); } + + private RandId m_Id; } class VFXExpressionFixedRandom : VFXExpression diff --git a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTransform.cs b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTransform.cs index 0b2f808525e..70f0d6de5cc 100644 --- a/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTransform.cs +++ b/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionTransform.cs @@ -553,7 +553,7 @@ sealed protected override VFXExpression Evaluate(VFXExpression[] constParents) public override string GetCodeString(string[] parents) { - return string.Format("float4x4(float4({0}, 0.0), float4({1}, 0.0), float4({2}, 0.0), float4({3}, 1.0));", parents[0], parents[1], parents[2], parents[3]); + return string.Format("VFXCreateMatrixFromColumns(float4({0}, 0.0), float4({1}, 0.0), float4({2}, 0.0), float4({3}, 1.0));", parents[0], parents[1], parents[2], parents[3]); } } @@ -599,7 +599,7 @@ sealed protected override VFXExpression Evaluate(VFXExpression[] constParents) public override string GetCodeString(string[] parents) { - return string.Format("float4x4({0}, {1}, {2}, {3});", parents[0], parents[1], parents[2], parents[3]); + return string.Format("VFXCreateMatrixFromColumns({0}, {1}, {2}, {3});", parents[0], parents[1], parents[2], parents[3]); } } diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs b/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs index 8f44a927b40..b50a1b71ddb 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs @@ -296,7 +296,7 @@ void IEdgeConnectorListener.OnDropOutsidePort(Edge edge, Vector2 position) } else if (!exists) { - if (direction == Direction.Input || viewController.model.visualEffectObject is VisualEffectSubgraphOperator) // no context for subgraph operators. + if (direction == Direction.Input || viewController.model.visualEffectObject is VisualEffectSubgraphOperator || viewController.model.visualEffectObject is VisualEffectSubgraphBlock) // no context for subgraph operators. VFXFilterWindow.Show(VFXViewWindow.currentWindow, Event.current.mousePosition, view.ViewToScreenPosition(Event.current.mousePosition), new VFXNodeProvider(viewController, AddLinkedNode, ProviderFilter, new Type[] { typeof(VFXOperator), typeof(VFXParameter)})); else VFXFilterWindow.Show(VFXViewWindow.currentWindow, Event.current.mousePosition, view.ViewToScreenPosition(Event.current.mousePosition), new VFXNodeProvider(viewController, AddLinkedNode, ProviderFilter, new Type[] { typeof(VFXOperator), typeof(VFXParameter), typeof(VFXContext) })); diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXOperatorUI.cs b/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXOperatorUI.cs index b0d58bc3f4e..6185ce00674 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXOperatorUI.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXOperatorUI.cs @@ -160,21 +160,16 @@ protected override void SelfChange() if (hasMiddle) { if (m_Middle.parent == null) - { inputContainer.parent.Insert(1, m_Middle); - } } else if (m_Middle.parent != null) - { m_Middle.RemoveFromHierarchy(); - } if (isEditable) { if (m_EditButton.parent == null) - { titleContainer.Insert(1, m_EditButton); - } + if (m_EditContainer == null) { m_EditContainer = GetControllerEditor(); @@ -185,15 +180,15 @@ protected override void SelfChange() else { if (m_EditContainer != null && m_EditContainer.parent != null) - { m_EditContainer.RemoveFromHierarchy(); - } + m_EditContainer = null; if (m_EditButton.parent != null) - { m_EditButton.RemoveFromHierarchy(); - } } + + if (!base.expanded && m_EditContainer != null && m_EditContainer.parent != null) + m_EditContainer.RemoveFromHierarchy(); } void OnPostLayout(GeometryChangedEvent e) diff --git a/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs index 2c4fff3fca0..529f0d105df 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs @@ -165,14 +165,15 @@ protected override void AssetField(VisualEffectResource resource) { EditorGUILayout.PropertyField(m_VisualEffectAsset, Contents.assetPath); - GUI.enabled = !m_VisualEffectAsset.hasMultipleDifferentValues && m_VisualEffectAsset.objectReferenceValue != null && resource != null; // Enabled state will be kept for all content until the end of the inspectorGUI. + bool saveEnabled = GUI.enabled; + GUI.enabled = saveEnabled && !m_VisualEffectAsset.hasMultipleDifferentValues && m_VisualEffectAsset.objectReferenceValue != null && resource != null; // Enabled state will be kept for all content until the end of the inspectorGUI. if (GUILayout.Button(Contents.openEditor, EditorStyles.miniButton, Styles.MiniButtonWidth)) { VFXViewWindow window = EditorWindow.GetWindow(); var asset = m_VisualEffectAsset.objectReferenceValue as VisualEffectAsset; window.LoadAsset(asset, targets.Length > 1 ? null : target as VisualEffect); } - GUI.enabled = true; + GUI.enabled = saveEnabled; } } @@ -693,7 +694,8 @@ protected override void SceneViewGUICallback(UnityObject tar, SceneView sceneVie Repaint(); } - GUI.enabled = m_GizmoedParameter != null; + bool saveEnabled = GUI.enabled; + GUI.enabled = saveEnabled && m_GizmoedParameter != null; if (GUILayout.Button(VFXSlotContainerEditor.Contents.gizmoFrame, VFXSlotContainerEditor.Styles.frameButtonStyle, GUILayout.Width(19), GUILayout.Height(18))) { if (m_GizmoDisplayed && m_GizmoedParameter != null) @@ -707,7 +709,7 @@ protected override void SceneViewGUICallback(UnityObject tar, SceneView sceneVie sceneView.Frame(bounds, false); } } - GUI.enabled = true; + GUI.enabled = saveEnabled; GUILayout.EndHorizontal(); } } diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs index d130640d5f5..5419cd91f8b 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs @@ -160,11 +160,12 @@ bool DisplayProperty(ref VFXParameterInfo parameter, GUIContent nameContent, Ser return false; } EditorGUILayout.BeginHorizontal(); - - var height = 16f; - if (EditorGUIUtility.currentViewWidth < 333f && GenerateMultipleField(ref parameter, valueProperty)) + + var height = 18f; + if (!EditorGUIUtility.wideMode && GenerateMultipleField(ref parameter, valueProperty)) { height *= 2.0f; + height += 1; } var rect = EditorGUILayout.GetControlRect(false, height); @@ -759,9 +760,8 @@ public override void OnInspectorGUI() DrawRendererProperties(); DrawParameters(resource); } - + EditorGUI.indentLevel = 0; serializedObject.ApplyModifiedProperties(); - GUI.enabled = true; } @@ -774,7 +774,6 @@ protected virtual void DrawParameters(VisualEffectResource resource) if (resource != null) graph = resource.GetOrCreateGraph(); - GUI.enabled = true; if (graph == null) { ShowHeader(Contents.headerProperties, true, showPropertyCategory); @@ -787,7 +786,6 @@ protected virtual void DrawParameters(VisualEffectResource resource) graph.BuildParameterInfo(); } - m_PropertyToProp.Clear(); foreach (var sheetType in graph.m_ParameterInfo.Select(t => t.sheetType).Where(t=>!string.IsNullOrEmpty(t)).Distinct()) diff --git a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionCircle.cs b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionCircle.cs index 3dc6d349228..58be4703cb7 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionCircle.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionCircle.cs @@ -42,13 +42,13 @@ public override IEnumerable parameters VFXExpression theta = null; if (spawnMode == SpawnMode.Random) - theta = arcCircle_arc * new VFXExpressionRandom(true); + theta = arcCircle_arc * new VFXExpressionRandom(true, new RandId(this,0)); else theta = arcCircle_arc * arcSequencer; var one = VFXOperatorUtility.OneExpression[UnityEngine.VFX.VFXValueType.Float]; - var rNorm = VFXOperatorUtility.Sqrt(volumeFactor + (one - volumeFactor) * new VFXExpressionRandom(true)) * arcCircleRadius; + var rNorm = VFXOperatorUtility.Sqrt(volumeFactor + (one - volumeFactor) * new VFXExpressionRandom(true, new RandId(this, 1))) * arcCircleRadius; var sinTheta = new VFXExpressionSin(theta); var cosTheta = new VFXExpressionCos(theta); diff --git a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerCustomWrapper.cs b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerCustomWrapper.cs index c9c610002fb..07de6d3d1e0 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerCustomWrapper.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerCustomWrapper.cs @@ -20,7 +20,7 @@ protected override sealed Dictionary variants } } - [VFXInfo(category = "Spawn/Custom", variantProvider = typeof(CustomSpawnerVariant))] + [VFXInfo(category = "Custom", variantProvider = typeof(CustomSpawnerVariant))] class VFXSpawnerCustomWrapper : VFXAbstractSpawner { [SerializeField, VFXSetting] diff --git a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerSetAttribute.cs b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerSetAttribute.cs index 1686963a174..a38015cbaf9 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerSetAttribute.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Spawn/VFXSpawnerSetAttribute.cs @@ -7,7 +7,7 @@ namespace UnityEditor.VFX.Block { - [VFXInfo(category = "Spawn/Attribute", variantProvider = typeof(AttributeVariantReadWritableNoVariadic))] + [VFXInfo(category = "Attribute", variantProvider = typeof(AttributeVariantReadWritableNoVariadic))] class VFXSpawnerSetAttribute : VFXAbstractSpawner { [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), StringProvider(typeof(AttributeProvider))] @@ -70,7 +70,7 @@ public override IEnumerable parameters if (size == 1) { - random = new VFXExpressionRandom(); + random = new VFXExpressionRandom(false, new RandId(this, 0)); } else { @@ -78,10 +78,10 @@ public override IEnumerable parameters { default: case RandomMode.PerComponent: - random = new VFXExpressionCombine(Enumerable.Repeat(0, size).Select(_ => new VFXExpressionRandom()).ToArray()); + random = new VFXExpressionCombine(Enumerable.Range(0, size).Select(i => new VFXExpressionRandom(false, new RandId(this, i))).ToArray()); break; case RandomMode.Uniform: - random = new VFXExpressionCombine(Enumerable.Repeat(new VFXExpressionRandom(), size).ToArray()); + random = new VFXExpressionCombine(Enumerable.Repeat(new VFXExpressionRandom(false, new RandId(this, 0)), size).ToArray()); break; } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs index 5cac1b9beb8..c70357e444d 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs @@ -223,9 +223,9 @@ protected override IEnumerable inputProperties } } - static VFXExpression RandomFromVector2(VFXExpression input) + static VFXExpression RandomFromVector2(VFXExpression input, RandId randId) { - return VFXOperatorUtility.Lerp(input.x, input.y, new VFXExpressionRandom()); + return VFXOperatorUtility.Lerp(input.x, input.y, new VFXExpressionRandom(false, randId)); } public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) @@ -241,7 +241,7 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var expression = mapperFromContext.FromNameAndId("LoopDuration", -1); if (loopDuration == LoopMode.Random) - expression = RandomFromVector2(expression); + expression = RandomFromVector2(expression, new RandId(this, 0)); mapper.AddExpression(expression, "LoopDuration", -1); } @@ -249,7 +249,7 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var expression = mapperFromContext.FromNameAndId("LoopCount", -1); if (loopCount == LoopMode.Random) - expression = new VFXExpressionCastFloatToInt(RandomFromVector2(expression)); + expression = new VFXExpressionCastFloatToInt(RandomFromVector2(expression, new RandId(this, 1))); mapper.AddExpression(expression, "LoopCount", -1); } @@ -257,7 +257,7 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var expression = mapperFromContext.FromNameAndId("DelayBeforeLoop", -1); if (delayBeforeLoop == DelayMode.Random) - expression = RandomFromVector2(expression); + expression = RandomFromVector2(expression, new RandId(this, 2)); mapper.AddExpression(expression, "DelayBeforeLoop", -1); } @@ -265,7 +265,7 @@ public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target) { var expression = mapperFromContext.FromNameAndId("DelayAfterLoop", -1); if (delayAfterLoop == DelayMode.Random) - expression = RandomFromVector2(expression); + expression = RandomFromVector2(expression, new RandId(this, 3)); mapper.AddExpression(expression, "DelayAfterLoop", -1); } return mapper; diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXBlockSubgraphContext.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXBlockSubgraphContext.cs index 69cd8da7e66..1b843a3d8e7 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXBlockSubgraphContext.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXBlockSubgraphContext.cs @@ -37,7 +37,7 @@ protected override IEnumerable inputProperties } } - [VFXSetting] + [VFXSetting, SerializeField] ContextType m_SuitableContexts = ContextType.InitAndUpdateAndOutput; public VFXContextType compatibleContextType diff --git a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXSubgraphContext.cs b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXSubgraphContext.cs index 4d8cf4ad7fe..a576c840601 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXSubgraphContext.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXSubgraphContext.cs @@ -167,6 +167,7 @@ public void RecreateCopy() var graph = resource.GetOrCreateGraph(); HashSet dependencies = new HashSet(); graph.CollectDependencies(dependencies); + dependencies.RemoveWhere(o => o == null); //script is missing should be removed from the list before copy. var duplicated = VFXMemorySerializer.DuplicateObjects(dependencies.ToArray()); m_SubChildren = duplicated.OfType().Where(t => t is VFXContext || t is VFXOperator || t is VFXParameter).ToArray(); diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/ProbabilitySampling.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/ProbabilitySampling.cs index 7ae627f25c9..686a222bb2a 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/ProbabilitySampling.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/ProbabilitySampling.cs @@ -114,7 +114,7 @@ protected sealed override VFXExpression[] BuildExpression(VFXExpression[] inputE if (m_Constant) rand = VFXOperatorUtility.FixedRandom(inputExpression.Last(), m_Seed); else - rand = new VFXExpressionRandom(m_Seed == VFXSeedMode.PerParticle); + rand = new VFXExpressionRandom(m_Seed == VFXSeedMode.PerParticle, new RandId(this)); } else { diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/Random.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/Random.cs index 17a1db19a90..2236eba258d 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/Random.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/Random.cs @@ -69,12 +69,7 @@ protected override IEnumerable filteredOutSettings protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { - VFXExpression rand = null; - if (seed == VFXSeedMode.PerParticleStrip || constant) - rand = VFXOperatorUtility.FixedRandom(inputExpression[2], seed); - else - rand = new VFXExpressionRandom(seed == VFXSeedMode.PerParticle); - + var rand = VFXOperatorUtility.BuildRandom(seed, constant, new RandId(this), inputExpression.Length > 2 ? inputExpression[2] : null); return new[] { VFXOperatorUtility.Lerp(inputExpression[0], inputExpression[1], rand) }; } } diff --git a/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs b/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs index 151512c3e9e..782ce0e07f7 100644 --- a/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs +++ b/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs @@ -529,6 +529,17 @@ static public VFXExpression CastFloat(VFXExpression from, VFXValueType toValueTy return combine; } + static public VFXExpression BuildRandom(VFXSeedMode seedMode, bool constant, RandId randId, VFXExpression seed = null) + { + if (seedMode == VFXSeedMode.PerParticleStrip || constant) + { + if (seed == null) + throw new ArgumentNullException("seed"); + return FixedRandom(seed, seedMode); + } + return new VFXExpressionRandom(seedMode == VFXSeedMode.PerParticle, randId); + } + static public VFXExpression FixedRandom(uint hash, VFXSeedMode mode) { return FixedRandom(VFXValue.Constant(hash), mode); @@ -549,7 +560,7 @@ public enum SequentialAddressingMode Mirror }; - static private VFXExpression ApplyAddressingMode(VFXExpression index, VFXExpression count, SequentialAddressingMode mode) + static public VFXExpression ApplyAddressingMode(VFXExpression index, VFXExpression count, SequentialAddressingMode mode) { VFXExpression r = null; if (mode == SequentialAddressingMode.Wrap) diff --git a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs index 845c0f74b7e..d7ee21cedab 100644 --- a/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs +++ b/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs @@ -484,7 +484,7 @@ public override IEnumerable> additionalRep if ((graphCode.requirements.requiresPosition & NeededCoordinateSpace.Object) != 0) callSG.builder.AppendLine("INSG.ObjectSpacePosition = TransformWorldToObject(posRelativeWS);"); if ((graphCode.requirements.requiresPosition & NeededCoordinateSpace.View) != 0) - callSG.builder.AppendLine("INSG.ViewSpacePosition = TransformPositionVFXToView(i.VFX_VARYING_POSWS);"); + callSG.builder.AppendLine("INSG.ViewSpacePosition = VFXTransformPositionWorldToView(posRelativeWS);"); if ((graphCode.requirements.requiresPosition & NeededCoordinateSpace.Tangent) != 0) callSG.builder.AppendLine("INSG.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);"); if ((graphCode.requirements.requiresPosition & NeededCoordinateSpace.AbsoluteWorld) != 0) diff --git a/com.unity.visualeffectgraph/Editor/Utilities/pCache/Importer/PointCacheImporter.cs b/com.unity.visualeffectgraph/Editor/Utilities/pCache/Importer/PointCacheImporter.cs index 3a2252f371a..6e2d7564450 100644 --- a/com.unity.visualeffectgraph/Editor/Utilities/pCache/Importer/PointCacheImporter.cs +++ b/com.unity.visualeffectgraph/Editor/Utilities/pCache/Importer/PointCacheImporter.cs @@ -151,7 +151,7 @@ public override void OnImportAsset(AssetImportContext ctx) switch (prop.PropertyType) { case "byte": - val = Mathf.Clamp01(((int)pcache.buckets[idx][i]) / 256.0f); + val = Mathf.Clamp01(((byte)pcache.buckets[idx][i]) / 255.0f); break; case "float": val = ((float)pcache.buckets[idx][i]); diff --git a/com.unity.visualeffectgraph/Editor/Utilities/pCache/PCache.cs b/com.unity.visualeffectgraph/Editor/Utilities/pCache/PCache.cs index a530034519d..ef20ede95fe 100644 --- a/com.unity.visualeffectgraph/Editor/Utilities/pCache/PCache.cs +++ b/com.unity.visualeffectgraph/Editor/Utilities/pCache/PCache.cs @@ -514,7 +514,11 @@ private static void GetHeader(Stream s, out long byteLength, out List li char c = sr.ReadChar(); byteLength++; - if (c == '\n' || c == '\r') + if (c == '\r') + { + // skip + } + else if (c == '\n') { if (sb.Length > 0) newline = true; diff --git a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/Implementation/VFXHierarchyAttributeMapBinder.cs b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/Implementation/VFXHierarchyAttributeMapBinder.cs index a7fe719ba84..3dad3ccf829 100644 --- a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/Implementation/VFXHierarchyAttributeMapBinder.cs +++ b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/Implementation/VFXHierarchyAttributeMapBinder.cs @@ -58,7 +58,6 @@ void UpdateHierarchy() { bones = ChildrenOf(HierarchyRoot, MaximumDepth); int count = bones.Count; - Debug.Log("Found Bone Count: " + count); position = new Texture2D(count, 1, TextureFormat.RGBAHalf, false, true); targetPosition = new Texture2D(count, 1, TextureFormat.RGBAHalf, false, true); diff --git a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassShadowCaster.template b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassShadowCaster.template index af09903d344..2e7f785b14c 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassShadowCaster.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleHexahedron/PassShadowCaster.template @@ -3,6 +3,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassShadowCaster.template b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassShadowCaster.template index 3f47bf92dfc..6d8ccc68244 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLines/PassShadowCaster.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLines/PassShadowCaster.template @@ -3,6 +3,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassShadowCaster.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassShadowCaster.template index e77c187da6f..dfb6e84f017 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassShadowCaster.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassShadowCaster.template @@ -3,6 +3,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template index 3957474a6d9..54bfd2dd632 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template @@ -84,11 +84,11 @@ VFX_VARYING_PS_INPUTS vert(vs_input i) size3); float3 normalWS = normalize(TransformNormalVFXToWorld(mul(elementToVFX_N, i.normal))); - #ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose + #ifdef VFX_VARYING_NORMAL o.VFX_VARYING_NORMAL = normalWS; #endif #ifdef VFX_VARYING_TANGENT - o.VFX_VARYING_TANGENT = float4(normalize(TransformNormalVFXToWorld(mul(elementToVFX_N,i.tangent.xyz))),i.tangent.w); + o.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w); #endif ${VFXVertexComputeCurrentAndPreviousClipPos} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template index 849590940d1..a55e10b6c08 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassForward.template @@ -35,27 +35,27 @@ Pass // y: alpha threshold // z: frame blending factor // w: exposure weight - nointerpolation float4 builtInInterpolants : TEXCOORD1; + nointerpolation float4 builtInInterpolants : TEXCOORD4; #endif #if USE_FLIPBOOK_MOTIONVECTORS // x: motion vectors scale X // y: motion vectors scale Y - nointerpolation float2 builtInInterpolants2 : TEXCOORD2; + nointerpolation float2 builtInInterpolants2 : TEXCOORD5; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR - float3 posWS : TEXCOORD4; + float3 posWS : TEXCOORD6; #endif #if WRITE_MOTION_VECTOR_IN_FORWARD - float4 cPosPrevious : TEXCOORD5; - float4 cPosNonJiterred : TEXCOORD6; + float4 cPosPrevious : TEXCOORD7; + float4 cPosNonJiterred : TEXCOORD8; #endif #if SHADERGRAPH_NEEDS_NORMAL_FORWARD - float3 normal : TEXCOORD7; + float3 normal : TEXCOORD9; #endif #if SHADERGRAPH_NEEDS_TANGENT_FORWARD - float4 tangent : TEXCOORD8; + float4 tangent : TEXCOORD10; #endif ${VFXAdditionalInterpolantsDeclaration} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassShadowCaster.template b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassShadowCaster.template index 1c8ff8d9ae8..43ba7a05924 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassShadowCaster.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleMeshes/PassShadowCaster.template @@ -3,6 +3,7 @@ Pass { Tags { "LightMode"=${VFXPassShadow} } + ZClip [_ZClip] ZWrite On Blend Off diff --git a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassGS.template b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassGS.template index 113a8f1586b..1c120b34735 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassGS.template +++ b/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassGS.template @@ -57,7 +57,7 @@ void geom(point uint intStream[1] : TEXCOORD0,inout TriangleStream