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  - compute: 1
    name: '[System 1]Initialize Particle'
    source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
      1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
      VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT
      1\n#define VFX_USE_LIFETIME_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_USE_ANGULARVELOCITYX_CURRENT
      1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
      1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
      VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
      1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
      Attributes\n{\n    float3 position;\n    uint seed;\n    float lifetime;\n
      float angleX;\n    float angleY;\n    float angleZ;\n    float angularVelocityX;\n
      float angularVelocityY;\n    float angularVelocityZ;\n    float size;\n
      float3 velocity;\n    bool alive;\n    float age;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
      USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
      attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
      !VFX_USE_SPAWNER_FROM_GPU\r\n    uint nbSpawned;\t\t\t\t\t// Numbers of particle
      spawned\r\n    uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
      uint dispatchWidth;\r\n#else\r\n    uint offsetInAdditionalOutput;\r\n\tuint
      nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
      deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
      to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
      VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
      inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
      SetAttribute_CAC295B2(inout float3 position, inout uint seed, float3 A, float3
      B) /*attribute:position Composition:Overwrite Source:Slot Random:PerComponent
      channels:XYZ */\n{\n    position = lerp(A,B,RAND3);\n}\nvoid SetAttribute_F01429A3(inout
      float lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
      Source:Slot Random:Uniform channels:XYZ */\n{\n    lifetime = lerp(A,B,RAND);\n}\nvoid
      SetAttribute_48A7BD6A(inout float angleX, inout float angleY, inout float angleZ,
      inout uint seed, float3 A, float3 B) /*attribute:angle Composition:Overwrite
      Source:Slot Random:PerComponent channels:XYZ */\n{\n    angleX = lerp(A.x,B.x,RAND);\n
      angleY = lerp(A.y,B.y,RAND);\n    angleZ = lerp(A.z,B.z,RAND);\n}\nvoid SetAttribute_FA958722(inout
      float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ,
      inout uint seed, float3 A, float3 B) /*attribute:angularVelocity Composition:Overwrite
      Source:Slot Random:PerComponent channels:XYZ */\n{\n    angularVelocityX =
      lerp(A.x,B.x,RAND);\n    angularVelocityY = lerp(A.y,B.y,RAND);\n    angularVelocityZ
      = lerp(A.z,B.z,RAND);\n}\nvoid SetAttribute_3278B545(inout float size, inout
      uint seed, float A, float B) /*attribute:size Composition:Overwrite Source:Slot
      Random:Uniform channels:XYZ */\n{\n    size = lerp(A,B,RAND);\n}\n\n\r\n\r\n//
      Due to a bug in HLSL compiler, disable spurious \"unitialized variable\" due
      to mid function return statement\r\n#pragma warning(push)\r\n#pragma warning(disable
      : 4000)\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex,
      uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
      stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT)
      // strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
      stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
      = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
      + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n    return true;\r\n}\r\n#endif\r\n#pragma
      warning(pop)\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
      groupId          : SV_GroupID,\r\n            uint3 groupThreadId    : SV_GroupThreadID)\r\n{\r\n
      uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
      id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
      VFX_USE_SPAWNER_FROM_GPU\r\n    uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
      * 2 + 0) << 2);\r\n    uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
      * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n    uint maxThreadId = nbSpawned;\r\n
      uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
      maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
      maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
      on CPU\r\n#endif\r\n\r\n    if (id < maxThreadId)\r\n    {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
      int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
      currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n        int
      sourceIndex = 0;\n        /*//Loop with 1 iteration generate a wrong IL Assembly
      (and actually, useless code)\n        uint currentSumSpawnCount = 0u;\n
      for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n        {\n            currentSumSpawnCount
      += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
      if (id < currentSumSpawnCount)\n            {\n                break;\n
      }\n        }\n        */\n        \n\r\n#endif\r\n\r\n\t\tAttributes attributes
      = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
      attributes.position = float3(0, 0, 0);\n        attributes.seed = (uint)0;\n
      attributes.lifetime = (float)1;\n        attributes.angleX = (float)0;\n
      attributes.angleY = (float)0;\n        attributes.angleZ = (float)0;\n
      attributes.angularVelocityX = (float)0;\n        attributes.angularVelocityY
      = (float)0;\n        attributes.angularVelocityZ = (float)0;\n        attributes.size
      = (float)0.100000001;\n        attributes.velocity = float3(0, 0, 0);\n
      attributes.alive = (bool)true;\n        attributes.age = (float)0;\n
      \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n         attributes.particleId = particleIndex;\r\n#endif\r\n#if
      VFX_USE_SEED_CURRENT\r\n        attributes.seed = WangHash(particleIndex ^
      systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n        attributes.spawnIndex
      = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
      uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
      STRIP_COUNT);\r\n\r\n        if (!GetParticleIndex(particleIndex, stripIndex))\r\n
      return;\r\n\r\n        const StripData stripData = GetStripDataFromStripIndex(stripIndex,
      PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
      stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
      with strip\r\n#endif\r\n        \r\n        {\n            SetAttribute_CAC295B2(
      /*inout */attributes.position,  /*inout */attributes.seed, float3(-4, 0, -4),
      float3(4, 2, 4));\n        }\n        {\n            SetAttribute_F01429A3(
      /*inout */attributes.lifetime,  /*inout */attributes.seed, (float)1, (float)3);\n
      }\n        {\n            SetAttribute_48A7BD6A( /*inout */attributes.angleX,
      /*inout */attributes.angleY,  /*inout */attributes.angleZ,  /*inout */attributes.seed,
      float3(-90, -180, -90), float3(90, 180, 90));\n        }\n        {\n
      SetAttribute_FA958722( /*inout */attributes.angularVelocityX,  /*inout */attributes.angularVelocityY,
      /*inout */attributes.angularVelocityZ,  /*inout */attributes.seed, float3(-300,
      -300, -300), float3(300, 300, 300));\n        }\n        {\n            SetAttribute_3278B545(
      /*inout */attributes.size,  /*inout */attributes.seed, (float)0.00300000003,
      (float)0.00700000022);\n        }\n        \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n
      if (attributes.alive)\r\n#endif       \r\n        {\r\n#if USE_DEAD_LIST\r\n\t
      uint deadIndex = deadListIn.DecrementCounter();\r\n            uint index =
      deadListIn[deadIndex];\r\n#else\r\n            uint index = particleIndex;\r\n#endif\r\n
      attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(attributes.position));\n
      attributeBuffer.Store((index * 0x4 + 0x5E00) << 2,asuint(attributes.lifetime));\n
      attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(attributes.angleX));\n
      attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(attributes.angleY));\n
      attributeBuffer.Store((index * 0x8 + 0x5) << 2,asuint(attributes.angleZ));\n
      attributeBuffer.Store((index * 0x4 + 0x5E01) << 2,asuint(attributes.angularVelocityX));\n
      attributeBuffer.Store((index * 0x4 + 0x5E02) << 2,asuint(attributes.angularVelocityY));\n
      attributeBuffer.Store((index * 0x4 + 0x5E03) << 2,asuint(attributes.angularVelocityZ));\n
      attributeBuffer.Store((index * 0x1 + 0x8D00) << 2,asuint(attributes.size));\n
      attributeBuffer.Store3((index * 0x4 + 0x98C0) << 2,asuint(attributes.velocity));\n
      attributeBuffer.Store((index * 0x8 + 0x6) << 2,uint(attributes.alive));\n
      attributeBuffer.Store((index * 0x4 + 0x98C3) << 2,asuint(attributes.age));\n
      \n\r\n        }\r\n    }\r\n}\r\n"
  - compute: 1
    name: '[System 1]Update Particle'
    source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
      1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
      VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_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_USE_ANGULARVELOCITYX_CURRENT 1\n#define
      VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
      1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
      VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
      1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
      float4x4 InvFieldTransform_a;\n    float4x4 FieldTransform_a;\n    float deltaTime_a;\n
      uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n    float3 position;\n
      float lifetime;\n    float angleX;\n    float angleY;\n    float angleZ;\n
      float angularVelocityX;\n    float angularVelocityY;\n    float angularVelocityZ;\n
      float3 velocity;\n    float mass;\n    bool alive;\n    float age;\n};\n\nstruct
      SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
      && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
      deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
      indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
      VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
      uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
      Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
      InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
      frequency, int octaves, float roughness, float lacunarity, float deltaTime)
      /*Mode:Relative NoiseType:Value */\n{\n    float3 vectorFieldCoord = mul(InvFieldTransform,
      float4(position,1.0f)).xyz;\n    \n    float3 value = GenerateValueCurlNoise(vectorFieldCoord
      + 0.5f, frequency, octaves, roughness, lacunarity);\n    value = mul(FieldTransform,float4(value,0.0f)).xyz
      * Intensity;\n    \n    velocity += (value - velocity) * min(1.0f,Drag * deltaTime
      / mass);\n}\nvoid Force_0(inout float3 velocity, float mass, float3 Force,
      float deltaTime) /*Mode:Absolute */\n{\n    velocity += (Force / mass) * deltaTime;\n}\nvoid
      EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n
      position += velocity * deltaTime;\n}\nvoid AngularEulerIntegration(inout float
      angleX, float angularVelocityX, inout float angleY, float angularVelocityY,
      inout float angleZ, float angularVelocityZ, float deltaTime)\n{\n    \n
      angleX += angularVelocityX * deltaTime;\n    \n    angleY += angularVelocityY
      * deltaTime;\n    \n    angleZ += angularVelocityZ * deltaTime;\n    \n}\nvoid
      Age(inout float age, float deltaTime)\n{\n    age += deltaTime;\n}\nvoid Reap(float
      age, float lifetime, inout bool alive)\n{\n    if(age > lifetime) { alive =
      false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
      groupId          : SV_GroupID,\r\n            uint3 groupThreadId    : SV_GroupThreadID)\r\n{\r\n\tuint
      id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
      * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
      Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
      = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E00) << 2));\n\t\t\tattributes.angleX
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\tattributes.angleY
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\tattributes.angleZ
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\tattributes.angularVelocityX
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E01) << 2));\n\t\t\tattributes.angularVelocityY
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E02) << 2));\n\t\t\tattributes.angularVelocityZ
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E03) << 2));\n\t\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x98C0) << 2));\n\t\t\tattributes.mass
      = (float)1;\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x4
      + 0x98C3) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if
      VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
      HAS_STRIPS\r\n            const StripData stripData = GetStripDataFromParticleIndex(index,
      PARTICLE_PER_STRIP_COUNT);\r\n            InitStripAttributes(index, attributes,
      stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t    Turbulence_18D(attributes.position,
      /*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
      (float)0.200000003, (float)1, (float)1, (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
      Force_0( /*inout */attributes.velocity, attributes.mass, float3(0, 0, -1),
      deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position,
      attributes.velocity, deltaTime_a);\n\t\t\tAngularEulerIntegration( /*inout
      */attributes.angleX, attributes.angularVelocityX,  /*inout */attributes.angleY,
      attributes.angularVelocityY,  /*inout */attributes.angleZ, attributes.angularVelocityZ,
      deltaTime_a);\n\t\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age,
      attributes.lifetime,  /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
      (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x8
      + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x3) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x4) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x5) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
      * 0x4 + 0x98C0) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
      * 0x4 + 0x98C3) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
      uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
      = index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
      = GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
      stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
      stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x6) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
      && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
      = index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
      else if (attributes.stripAlive)\r\n        {\r\n            if (STRIP_DATA_X(attachedStripDataBuffer,
      STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
      the particle \r\n            {\r\n                uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
      = index;\r\n                attributes.stripAlive = false;\r\n
      \r\n            }            \r\n        }\r\n#endif\r\n#else\r\n\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E00) << 2));\n\t\tattributes.angleX
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\tattributes.angleY
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\tattributes.angleZ
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\tattributes.angularVelocityX
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E01) << 2));\n\t\tattributes.angularVelocityY
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E02) << 2));\n\t\tattributes.angularVelocityZ
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x5E03) << 2));\n\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x98C0) << 2));\n\t\tattributes.mass
      = (float)1;\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x6)
      << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x4 + 0x98C3)
      << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
      = attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n        const StripData
      stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
      InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
      Turbulence_18D(attributes.position,  /*inout */attributes.velocity, attributes.mass,
      InvFieldTransform_a, FieldTransform_a, (float)0.200000003, (float)1, (float)1,
      (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t    Force_0(
      /*inout */attributes.velocity, attributes.mass, float3(0, 0, -1), deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
      /*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\tAngularEulerIntegration(
      /*inout */attributes.angleX, attributes.angularVelocityX,  /*inout */attributes.angleY,
      attributes.angularVelocityY,  /*inout */attributes.angleZ, attributes.angularVelocityZ,
      deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
      attributes.lifetime,  /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
      * 0x8 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x3) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x4) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x5) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
      * 0x4 + 0x98C0) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x6) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
      * 0x4 + 0x98C3) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
      uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
      = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
  - compute: 0
    name: '[System 1]Output Particle Lit Mesh'
    source: "Shader \"Hidden/VFX/Dust/System 1/Output Particle Lit Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags
      { \"Queue\"=\"Geometry+0\" \"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_USE_POSITION_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_SIZE_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 HDRP_LIT
      1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR
      1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\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 angleX;\n\t\t
      float angleY;\n\t\t    float angleZ;\n\t\t    float size;\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<uint> indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if
      USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if
      HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD
      || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
      nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
      to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
      VFX_DECLARE_INSTANCE_ID     UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
      unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID     uint
      instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i)      i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
      { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
      Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\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\n\t\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
      TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
      \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\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\t\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.angleX = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x8D00) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
      0x8 + 0x6) << 2));\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
      = (attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x8D00) << 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\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\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    \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#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\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        \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\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#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\r\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\n\t\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
      TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
      \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\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\t\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.angleX = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x8D00) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
      0x8 + 0x6) << 2));\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
      = (attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x8D00) << 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\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\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    \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#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\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        \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\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#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\r\n\t\t\r\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
      \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\t\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.angleX = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x8D00) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
      0x8 + 0x6) << 2));\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
      = (attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x8D00) << 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\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\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\tfloat
      smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t    \n\t\t\t\t\t\t\t\t\t
      smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
      = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
      \n\t\t\t\t\t\t\t\t\t    metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
      = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
      = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
      = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
      USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
      = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
      HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
      = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
      = 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    \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
      \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            \n\t\t            \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.;\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.;\n\t\t            #endif\n\t\t
      #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t                surface.metallic =
      OUTSG.;\n\t\t            #endif\n\t\t            #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
      surface.baseColor = OUTSG.;\n\t\t            #endif\n\t\t            \n\t\t
      #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t                float3 n =  OUTSG.;\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.;\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\r\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        \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\t\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.angleX = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x8D00) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
      0x8 + 0x6) << 2));\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
      = (attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.angleZ
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tattributes.size
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x8D00) << 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\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\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\tfloat
      smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t    \n\t\t\t\t\t\t\t\t\t
      smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
      = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
      \n\t\t\t\t\t\t\t\t\t    metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
      = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
      = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
      = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
      USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
      = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
      HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
      = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
      VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
      = 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    \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\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            \n\t\t            \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.;\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.;\n\t\t            #endif\n\t\t
      #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t                surface.metallic =
      OUTSG.;\n\t\t            #endif\n\t\t            #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
      surface.baseColor = OUTSG.;\n\t\t            #endif\n\t\t            \n\t\t
      #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t                float3 n =  OUTSG.;\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.;\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\r\n\t\t\r\n\t}\r\n}\r\n"
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