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// This is a copy of the source shader. Modifying this file will not affect the original shader.
#pragma kernel CSMain
#pragma only_renderers d3d11 glcore gles3 metal vulkan xboxone xboxone xboxseries playstation ps5 switch
#define NB_THREADS_PER_GROUP 64
#define HAS_VFX_ATTRIBUTES 1
#define VFX_PASSDEPTH_ACTUAL (0)
#define VFX_PASSDEPTH_MOTION_VECTOR (1)
#define VFX_PASSDEPTH_SELECTION (2)
#define VFX_PASSDEPTH_PICKING (3)
#define VFX_PASSDEPTH_SHADOW (4)
#define VFX_USE_POSITION_CURRENT 1
#define VFX_USE_SEED_CURRENT 1
#define VFX_USE_LIFETIME_CURRENT 1
#define VFX_USE_TEXINDEX_CURRENT 1
#define VFX_USE_ALIVE_CURRENT 1
#define VFX_USE_AXISX_CURRENT 1
#define VFX_USE_AXISY_CURRENT 1
#define VFX_USE_AXISZ_CURRENT 1
#define VFX_USE_ANGLEX_CURRENT 1
#define VFX_USE_ANGLEY_CURRENT 1
#define VFX_USE_ANGLEZ_CURRENT 1
#define VFX_USE_PIVOTX_CURRENT 1
#define VFX_USE_PIVOTY_CURRENT 1
#define VFX_USE_PIVOTZ_CURRENT 1
#define VFX_USE_SIZE_CURRENT 1
#define VFX_USE_SCALEX_CURRENT 1
#define VFX_USE_SCALEY_CURRENT 1
#define VFX_USE_SCALEZ_CURRENT 1
#define VFX_USE_ALPHA_CURRENT 1
#define VFX_USE_AGE_CURRENT 1
#define RAW_CAPACITY 4000u
#define HAVE_VFX_MODIFICATION 1
#define INDIRECT_BUFFER_COUNT 1
#define VFX_FEATURE_SORT 1
#define SORTING_SIGN 1
#define VFX_DISTANCE_SORT_KEY 1
#define VFX_FEATURE_FRUSTUM_CULL 1
#define VFX_WORLD_SPACE 1
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXDefines.hlsl"
#define VFX_USE_GRAPH_VALUES 1
#define VFX_USE_INSTANCING 1
#define VFX_INSTANCING_FIXED_SIZE 4032
#define VFX_INSTANCING_ACTIVE_INDIRECTION 1
#define VFX_INSTANCING_BATCH_INDIRECTION 1
struct GraphValues
{
bool _vfx_enabled_i;
bool _vfx_enabled_j;
float uniform_b;
float uniform_c;
bool _vfx_enabled_k;
float3 Color_a;
bool _vfx_enabled_l;
float4 Size_a;
float invSoftParticlesFadeDistance_a;
float2 flipBookSize_a;
float2 invFlipBookSize_a;
};
ByteAddressBuffer graphValuesBuffer;
Texture2D mainTexture;
SamplerState samplermainTexture;
float4 mainTexture_TexelSize;
struct VFXAttributes
{
float3 position;
uint seed;
float lifetime;
float texIndex;
bool alive;
float3 axisX;
float3 axisY;
float3 axisZ;
float angleX;
float angleY;
float angleZ;
float pivotX;
float pivotY;
float pivotZ;
float size;
float scaleX;
float scaleY;
float scaleZ;
float alpha;
float age;
};
struct VFXSourceAttributes
{
};
#if HAS_STRIPS
RWStructuredBuffer<uint> stripDataBuffer;
#endif
// Strips tangent computation
ByteAddressBuffer attributeBuffer;
#if VFX_FEATURE_MOTION_VECTORS
RWByteAddressBuffer elementToVFXBuffer;
#endif
#if VFX_FEATURE_SORT
struct Kvp
{
float sortKey;
uint index;
};
#define IndirectOutputType Kvp
#else
#define IndirectOutputType uint
#endif
#if INDIRECT_BUFFER_COUNT > 0
RWStructuredBuffer<IndirectOutputType> outputBuffer0;
#endif
#if INDIRECT_BUFFER_COUNT > 1
RWStructuredBuffer<IndirectOutputType> outputBuffer1;
#endif
#if INDIRECT_BUFFER_COUNT > 2
RWStructuredBuffer<IndirectOutputType> outputBuffer2;
#endif
#if INDIRECT_BUFFER_COUNT > 3
RWStructuredBuffer<IndirectOutputType> outputBuffer3;
#endif
#if INDIRECT_BUFFER_COUNT > 4
#error Too many indirect buffers defined.
#endif
CBUFFER_START(updateParamsConst)
uint dispatchWidth;
float4 instancingConstants;
float3 cameraXRSettings;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXCommon.hlsl"
#include "Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl"
void Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane axes:ZY */
{
float3x3 viewRot = GetVFXToViewRotMatrix();
axisX = viewRot[0].xyz;
axisY = viewRot[1].xyz;
axisZ = -viewRot[2].xyz;
#if VFX_LOCAL_SPACE // Need to remove potential scale in local transform
axisX = normalize(axisX);
axisY = normalize(axisY);
axisZ = normalize(axisZ);
#endif
}
void SetAttribute_CA10063D(inout float texIndex, float TexIndex) /*attribute:texIndex Composition:Overwrite Source:Slot Random:Off channels:XYZ */
{
texIndex = TexIndex;
}
void AttributeFromCurve_48A85FDC(inout float alpha, float age, float lifetime, float3 Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:Alpha channels:XYZ */
{
float t = age / lifetime;
float4 value = 0.0f;
value = SampleGradient(Color, t);
alpha = value.a;
}
void AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */
{
float t = age / lifetime;
float value = 0.0f;
value = SampleCurve(Size, t);
size = value;
}
#if VFX_FEATURE_FRUSTUM_CULL || VFX_FEATURE_LOD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
bool IsSphereOutsideFrustum(float3 pos, float radius, float4 frustumPlanes[6])
{
bool outside = false;
[unroll]
for (int i = 0; i < 6; ++i)
outside = outside || DistanceFromPlane(pos, frustumPlanes[i]) < -radius;
return outside;
}
#endif
#if HAS_STRIPS
float3 GetParticlePosition(uint index, uint instanceIndex)
{
VFXAttributes attributes = (VFXAttributes)0;
attributes.position = asfloat(attributeBuffer.Load3(((instanceIndex * 0xEC40) + (index * 0x8 + 0x0)) << 2));
return attributes.position;
}
float3 GetStripTangent(float3 currentPos, uint instanceIndex, uint relativeIndex, const StripData stripData)
{
float3 prevTangent = (float3)0.0f;
if (relativeIndex > 0)
{
uint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);
float3 tangent = currentPos - GetParticlePosition(prevIndex,instanceIndex);
float sqrLength = dot(tangent, tangent);
if (sqrLength > VFX_EPSILON)
prevTangent = tangent * rsqrt(sqrLength);
}
float3 nextTangent = (float3)0.0f;
if (relativeIndex < stripData.nextIndex - 1)
{
uint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);
float3 tangent = GetParticlePosition(nextIndex, instanceIndex) - currentPos;
float sqrLength = dot(tangent, tangent);
if (sqrLength > VFX_EPSILON)
nextTangent = tangent * rsqrt(sqrLength);
}
return normalize(prevTangent + nextTangent);
}
#endif
void AppendOutputBuffer(RWStructuredBuffer<IndirectOutputType> outputBuffer, IndirectOutputType output, uint instanceActiveIndex)
{
uint indirectIndex;
#if VFX_FEATURE_SORT
InterlockedAdd(outputBuffer[instanceActiveIndex].index, 1, indirectIndex);
#else
InterlockedAdd(outputBuffer[instanceActiveIndex], 1, indirectIndex);
#endif
indirectIndex += instancingBatchSize + instanceActiveIndex * RAW_CAPACITY;
outputBuffer[indirectIndex] = output;
}
[numthreads(NB_THREADS_PER_GROUP,1,1)]
void CSMain(uint3 groupId : SV_GroupID,
uint3 groupThreadId : SV_GroupThreadID)
{
uint id = GetThreadId(groupId, groupThreadId, dispatchWidth);
uint instanceIndex, instanceActiveIndex, instanceCurrentIndex;
#if defined(VFX_INSTANCING_FIXED_SIZE)
uint index = GetThreadId(groupId, 0, dispatchWidth);
index = VFXInitInstancing(index, instanceIndex, instanceActiveIndex, instanceCurrentIndex);
index += groupThreadId.x;
#else
uint index = VFXInitInstancing(id, instanceIndex, instanceActiveIndex, instanceCurrentIndex);
#endif
ContextData contextData = instancingContextData[instanceActiveIndex];
uint systemSeed = contextData.systemSeed;
uint nbMax = contextData.maxParticleCount;
if (index < nbMax)
{
GraphValues graphValues;
graphValues.Size_a = asfloat(graphValuesBuffer.Load4(instanceActiveIndex * 160 + 0));
graphValues.Color_a = asfloat(graphValuesBuffer.Load3(instanceActiveIndex * 160 + 64));
graphValues.flipBookSize_a = asfloat(graphValuesBuffer.Load2(instanceActiveIndex * 160 + 80));
graphValues.invFlipBookSize_a = asfloat(graphValuesBuffer.Load2(instanceActiveIndex * 160 + 88));
graphValues._vfx_enabled_i = (bool)graphValuesBuffer.Load(instanceActiveIndex * 160 + 128);
graphValues._vfx_enabled_j = (bool)graphValuesBuffer.Load(instanceActiveIndex * 160 + 132);
graphValues.uniform_b = asfloat(graphValuesBuffer.Load(instanceActiveIndex * 160 + 136));
graphValues.uniform_c = asfloat(graphValuesBuffer.Load(instanceActiveIndex * 160 + 140));
graphValues._vfx_enabled_k = (bool)graphValuesBuffer.Load(instanceActiveIndex * 160 + 144);
graphValues._vfx_enabled_l = (bool)graphValuesBuffer.Load(instanceActiveIndex * 160 + 148);
graphValues.invSoftParticlesFadeDistance_a = asfloat(graphValuesBuffer.Load(instanceActiveIndex * 160 + 152));
#if VFX_LOCAL_SPACE
vfxLocalToWorld = localToWorld;
vfxWorldToLocal = worldToLocal;
#else
vfxWorldToLocal = k_identity4x4;
vfxLocalToWorld = k_identity4x4;
#endif
VFXAttributes attributes = (VFXAttributes)0;
VFXSourceAttributes sourceAttributes = (VFXSourceAttributes)0;
attributes.alive = (attributeBuffer.Load(((instanceIndex * 0xEC40) + (index * 0x8 + 0x3)) << 2));
if (attributes.alive)
{
attributes.position = asfloat(attributeBuffer.Load3(((instanceIndex * 0xEC40) + (index * 0x8 + 0x0)) << 2));
attributes.seed = (attributeBuffer.Load(((instanceIndex * 0xEC40) + (index * 0x1 + 0xBD00)) << 2));
attributes.lifetime = asfloat(attributeBuffer.Load(((instanceIndex * 0xEC40) + (index * 0x1 + 0xCCC0)) << 2));
attributes.texIndex = asfloat(attributeBuffer.Load(((instanceIndex * 0xEC40) + (index * 0x1 + 0xDC80)) << 2));
attributes.axisX = float3(1, 0, 0);
attributes.axisY = float3(0, 1, 0);
attributes.axisZ = float3(0, 0, 1);
attributes.angleX = (float)0;
attributes.angleY = (float)0;
attributes.angleZ = (float)0;
attributes.pivotX = (float)0;
attributes.pivotY = (float)0;
attributes.pivotZ = (float)0;
attributes.size = (float)0.100000001;
attributes.scaleX = (float)1;
attributes.scaleY = (float)1;
attributes.scaleZ = (float)1;
attributes.alpha = (float)1;
attributes.age = asfloat(attributeBuffer.Load(((instanceIndex * 0xEC40) + (index * 0x8 + 0x4)) << 2));
#if HAS_STRIPS
const StripData stripData = GetStripDataFromParticleIndex(index, instanceIndex);
InitStripAttributes(index, attributes, stripData);
uint relativeIndexInStrip = GetRelativeIndex(index, stripData);
#endif
if (graphValues._vfx_enabled_i)
{
Orient_4( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);
}
if (graphValues._vfx_enabled_j)
{
float tmp_bl = Rand(attributes.seed);
float tmp_bm = tmp_bl * graphValues.uniform_c;
float tmp_bn = graphValues.uniform_b + tmp_bm;
SetAttribute_CA10063D( /*inout */attributes.texIndex, tmp_bn);
}
if (graphValues._vfx_enabled_k)
{
AttributeFromCurve_48A85FDC( /*inout */attributes.alpha, attributes.age, attributes.lifetime, graphValues.Color_a);
}
if (graphValues._vfx_enabled_l)
{
AttributeFromCurve_45ABB90F( /*inout */attributes.size, attributes.age, attributes.lifetime, graphValues.Size_a);
}
// Recheck alive as blocks can set it to false for manual culling.
// Test will be stripped if it's not the case anyway.
if (attributes.alive)
{
float3 size3 = float3(attributes.size,attributes.size,attributes.size);
#if VFX_USE_SCALEX_CURRENT
size3.x *= attributes.scaleX;
#endif
#if VFX_USE_SCALEY_CURRENT
size3.y *= attributes.scaleY;
#endif
#if VFX_USE_SCALEZ_CURRENT
size3.z *= attributes.scaleZ;
#endif
#if HAS_STRIPS
// Add an epsilon so that size is never 0 for strips
size3.x += size3.x < 0.0f ? -VFX_EPSILON : VFX_EPSILON;
size3.y += size3.y < 0.0f ? -VFX_EPSILON : VFX_EPSILON;
size3.z += size3.z < 0.0f ? -VFX_EPSILON : VFX_EPSILON;
#endif
float4x4 elementToVFX = GetElementToVFXMatrix(
attributes.axisX,
attributes.axisY,
attributes.axisZ,
float3(attributes.angleX,attributes.angleY,attributes.angleZ),
float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),
size3,
attributes.position);
#if VFX_FEATURE_FRUSTUM_CULL || VFX_FEATURE_LOD
#if VFX_WORLD_SPACE
float4x4 elementToWorld = elementToVFX;
elementToWorld._m03_m13_m23 = GetCameraRelativePositionWS(elementToWorld._m03_m13_m23);
#else
float4x4 elementToWorld = mul(GetObjectToWorldMatrix(),elementToVFX);
#endif
float xAxisSqrLength = dot(elementToWorld._m00_m10_m20, elementToWorld._m00_m10_m20);
float yAxisSqrLength = dot(elementToWorld._m01_m11_m21, elementToWorld._m01_m11_m21);
float zAxisSqrLength = dot(elementToWorld._m02_m12_m22, elementToWorld._m02_m12_m22);
float radius = 0.5f * sqrt(xAxisSqrLength + yAxisSqrLength + zAxisSqrLength);
float radiusScale = (float)0;
{
radiusScale = (float)1;
}
radius *= radiusScale;
#if VFX_FEATURE_FRUSTUM_CULL
if (IsSphereOutsideFrustum(elementToWorld._m03_m13_m23, radius, _FrustumPlanes))
return;
#endif
#endif
#if INDIRECT_BUFFER_COUNT > 0
#if VFX_FEATURE_LOD
uint outputIndex = ~0u;
#if !VFX_FEATURE_FRUSTUM_CULL
// If particle is out of frustum and frustum culling is disabled, use the lowest LOD
// This is useful for shadow passes for instance to avoid out of frustum particles to be culled from shadows
if (IsSphereOutsideFrustum(elementToWorld._m03_m13_m23, radius, _FrustumPlanes))
outputIndex = INDIRECT_BUFFER_COUNT - 1;
else
#endif
{
float viewZ = mul(GetWorldToViewMatrix(), float4(elementToWorld._m03_m13_m23, 1)).z;
float4x4 centeredProjMatrix = GetViewToHClipMatrix();
centeredProjMatrix._13_14_23_24 = 0.0f; //Cancels the jittering and/or the eye offset when in VR
float4 clip = mul(centeredProjMatrix, float4(radius, radius, viewZ, 1));
float lodValue = max(abs(clip.x),abs(clip.y)) * rcp(max(VFX_EPSILON, clip.w));
for (uint i = 0; i < INDIRECT_BUFFER_COUNT; ++i)
if (lodValue > lodValues[i])
{
outputIndex = i;
break;
}
}
#elif INDIRECT_BUFFER_COUNT == 1
uint outputIndex = 0;
#else
uint outputIndex = attributes.meshIndex;
#endif
if (outputIndex >= INDIRECT_BUFFER_COUNT)
return;
#if VFX_FEATURE_SORT
Kvp output;
#if VFX_CUSTOM_SORT_KEY
output.sortKey = -1.0f * sortKey; //Lowest values are rendered first
#elif VFX_DISTANCE_SORT_KEY
#if VFX_LOCAL_SPACE
float3 posRWS = TransformObjectToWorld(attributes.position);
#else
float3 posRWS = GetCameraRelativePositionWS(attributes.position);
#endif
float3 camToPos = posRWS - GetCurrentViewPosition();
output.sortKey = dot(camToPos,camToPos); // sqr distance to the camera
#elif VFX_DEPTH_SORT_KEY
#if VFX_LOCAL_SPACE
float3 posRWS = TransformObjectToWorld(attributes.position);
#else
float3 posRWS = GetCameraRelativePositionWS(attributes.position);
#endif
float3 zAxisCam = -GetWorldToViewMatrix()[2].xyz;
float depth = dot(posRWS, zAxisCam);
output.sortKey = depth;
#elif VFX_YOUNGEST_SORT_KEY
attributes.age = asfloat(attributeBuffer.Load(((instanceIndex * 0xEC40) + (index * 0x8 + 0x4)) << 2));
output.sortKey = attributes.age;
#endif //VFX_[CRITERION]_SORT_KEY
output.index = index;
output.sortKey *= SORTING_SIGN;
#else
uint output = index;
#endif
if (outputIndex == 0)
{
AppendOutputBuffer(outputBuffer0, output, instanceActiveIndex);
}
#if INDIRECT_BUFFER_COUNT > 1
else if (outputIndex == 1)
{
AppendOutputBuffer(outputBuffer1, output, instanceActiveIndex);
}
#if INDIRECT_BUFFER_COUNT > 2
else if (outputIndex == 2)
{
AppendOutputBuffer(outputBuffer2, output, instanceActiveIndex);
}
#if INDIRECT_BUFFER_COUNT > 3
else if (outputIndex == 3)
{
AppendOutputBuffer(outputBuffer3, output, instanceActiveIndex);
}
#endif
#endif
#endif
#endif
#if VFX_FEATURE_MOTION_VECTORS
uint offsetedIndex = (RAW_CAPACITY * instanceIndex) + index;
#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS
uint viewTotal = asuint(cameraXRSettings.x);
uint viewCount = asuint(cameraXRSettings.y);
uint viewOffset = asuint(cameraXRSettings.z);
uint elementToVFXIndex = offsetedIndex * (VFX_FEATURE_MOTION_VECTORS_VERTS * 2 * viewTotal + 1);
#else
uint elementToVFXIndex = offsetedIndex * 13;
#endif
elementToVFXBuffer.Store(elementToVFXIndex++ << 2, attributes.alive ? asuint(currentFrameIndex) : 0u);
#ifdef VFX_FEATURE_MOTION_VECTORS_VERTS
elementToVFXIndex += viewOffset * viewCount * VFX_FEATURE_MOTION_VECTORS_VERTS * 2;
#ifdef USING_STEREO_MATRICES
if (viewCount == 2)
{
float4 stereoOffset = float4(GetWorldStereoOffset(), 0.0f);
UNITY_UNROLL
for (int itIndexVert = 0; itIndexVert < VFX_FEATURE_MOTION_VECTORS_VERTS; ++itIndexVert)
{
float4 vertPosWorld = float4(TransformPositionVFXToWorld(verts[itIndexVert]), 1.0f);
vertPosWorld.xyz = VFXTransformPositionWorldToCameraRelative(vertPosWorld.xyz);
float4 vertPosA = mul(_XRNonJitteredViewProjMatrix[0], vertPosWorld);
float4 vertPosB = mul(_XRNonJitteredViewProjMatrix[1], vertPosWorld + stereoOffset);
elementToVFXBuffer.Store4(elementToVFXIndex << 2, asuint(float4(vertPosA.xy / vertPosA.w, vertPosB.xy / vertPosB.w)));
elementToVFXIndex += 4; // 1 vert * 2 floats * 2 views
}
}
else
#endif
{
UNITY_UNROLL
for (int itIndexVert = 0; itIndexVert < VFX_FEATURE_MOTION_VECTORS_VERTS - 1; itIndexVert += 2)
{
float4 vertPosA = TransformPositionVFXToNonJitteredClip(verts[itIndexVert]);
float4 vertPosB = TransformPositionVFXToNonJitteredClip(verts[itIndexVert + 1]);
elementToVFXBuffer.Store4(elementToVFXIndex << 2, asuint(float4(vertPosA.xy / vertPosA.w, vertPosB.xy / vertPosB.w)));
elementToVFXIndex += 4; // 2 verts * 2 floats
}
if (VFX_FEATURE_MOTION_VECTORS_VERTS % 2 == 1)
{
int itIndexVert = VFX_FEATURE_MOTION_VECTORS_VERTS - 1;
float4 vertPos = TransformPositionVFXToNonJitteredClip(verts[itIndexVert]);
elementToVFXBuffer.Store2(elementToVFXIndex << 2, asuint(vertPos.xy / vertPos.w));
elementToVFXIndex += 2; // 1 verts * 2 floats
}
}
#else
UNITY_UNROLL
for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)
{
float4 value = elementToVFX[itIndexMatrixRow] * attributes.alive;
elementToVFXBuffer.Store4(elementToVFXIndex << 2, asuint(value));
elementToVFXIndex += 4; // 1 row * 4 floats
}
#endif
#endif
}
}
}
}
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