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    source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
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      float tmp_bb = tmp_z * (float)6.28318548;\n            float tmp_bc = cos(tmp_bb);\n
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      float tmp_bm = (float)attributes.particleIndexInStrip;\n            float tmp_bn
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      float tmp_bp = tmp_bo * uniform_c;\n            float tmp_bq = tmp_bp * uniform_d;\n
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      float tmp_bw = tmp_bv / uniform_g;\n            float2 tmp_by = float2(tmp_bw,
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      1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
      VFX_USE_ALIVE_CURRENT 1\n#define STRIP_COUNT 1u\n#define PARTICLE_PER_STRIP_COUNT
      65536u\n#define HAS_STRIPS 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
      float deltaTime_a;\n    uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
      float3 position;\n    float lifetime;\n    float3 velocity;\n    float age;\n
      bool alive;\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
      EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n
      position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
      age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
      if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
      CSMain(uint3 groupId          : SV_GroupID,\r\n            uint3 groupThreadId
      : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
      + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
      (id < nbMax)\r\n\t{\r\n        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 * 0x1 + 0xD0000) << 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 * 0x4 + 0x0) << 2));\n\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 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\tEulerIntegration(
      /*inout */attributes.position, attributes.velocity, 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
      * 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
      * 0x4 + 0x3) << 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
      * 0x1 + 0xD0000) << 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 * 0x4 + 0x0) << 2));\n\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x1 + 0xD0000) << 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\tEulerIntegration( /*inout */attributes.position,
      attributes.velocity, 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
      * 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
      * 0x4 + 0x3) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
      * 0x1 + 0xD0000) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
      uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
      = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
  - compute: 0
    name: '[System 1]Output ParticleStrip Line'
    source: "Shader \"Hidden/VFX/Waveform/System 1/Output ParticleStrip Line\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags
      { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\"
      }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
      SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
      NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
      (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
      (2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
      1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
      1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define STRIP_COUNT 1u\n\t\t#define
      PARTICLE_PER_STRIP_COUNT 65536u\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
      IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_BYPASS_EXPOSURE
      1\n\t\t#define HAS_STRIPS 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#define
      VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
      float4 Alpha_b;\n\t\t    float Color_a;\n\t\t    uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
      Attributes\n\t\t{\n\t\t    float3 position;\n\t\t    float3 color;\n\t\t
      float lifetime;\n\t\t    float alpha;\n\t\t    float age;\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#pragma
      target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
      USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
      float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
      VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
      VFX_VARYING_ALPHA builtInInterpolants.y\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
      builtInInterpolants.x\n\t\t\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
      && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS
      must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
      AttributeFromCurve_2C8A40AE(inout float3 color, float age, float lifetime,
      float Color) /*attribute:color Composition:Add AlphaComposition:Overwrite SampleMode:OverLife
      Mode:PerComponent ColorMode:Color channels:XYZ */\n\t\t\t{\n\t\t\t    float
      t = age / lifetime;\n\t\t\t    float4 value = 0.0f;\n\t\t\t    value = SampleGradient(Color,
      t);\n\t\t\t    color += value.rgb;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7BA3F6A(inout
      float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha Composition:Overwrite
      AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
      channels:XYZ */\n\t\t\t{\n\t\t\t    float t = age / lifetime;\n\t\t\t    float
      value = 0.0f;\n\t\t\t    value = SampleCurve(Alpha, t);\n\t\t\t    alpha =
      value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
      vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID,
      vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\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\t#if
      HAS_STRIPS\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT
      - 1) << 1;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id
      / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint relativeIndex
      = (id % vertexPerStripCount + 1) >> 1; // relative index of particle in strip\n\t\t\t\t\n\t\t\t\tuint
      maxEdgeIndex = relativeIndex - (id & 1) + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn
      o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(relativeIndex, stripData);\n\t\t\t\t#else\n\t\t\t\tuint
      index = id >> 1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
      = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
      (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#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
      * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\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\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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x4 + 0x3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\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\tAttributeFromCurve_2C8A40AE(
      /*inout */attributes.color, attributes.age, attributes.lifetime, Color_a);\n\t\t\t\tAttributeFromCurve_7BA3F6A(
      /*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_b);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\t#if
      HAS_STRIPS\n\t\t\t\tfloat3 vPos = attributes.position;\n\t\t\t\t#else\n\t\t\t\t\t\n\t\t\t\tif
      (!attributes.alive)\n\t\t\t\t\treturn o;\t\n\t\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3
      size3 = float3(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\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\n\t\t\t\tattributes.position
      = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tattributes.targetPosition
      = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat3
      vPos = id & 1 ? attributes.targetPosition : attributes.position;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
      = TransformPositionVFXToClip(vPos);\n\t\t\t\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\treturn
      o;\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\t\n\t\t\t\n\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
      fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
      alpha = VFXGetFragmentColor(i);\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\treturn float4(_ObjectId,
      _PassValue, 1.0, 1.0);\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\treturn
      (float4)0;\n\t\t\t#else\n\t\t\t#error VFX_PASSDEPTH undefined \n\t\t\t#endif\n\t\t\t\t\n\t\t\t}\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t//
      Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
      }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
      _ DEBUG_DISPLAY\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos
      : SV_POSITION;\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
      float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
      || USE_EXPOSURE_WEIGHT\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
      : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
      posWS : TEXCOORD1;\n\t\t\t\t#endif\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#define
      VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
      VFX_VARYING_COLOR color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define
      VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
      VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
      VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
      VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z\n\t\t#endif\n\t\t\n\t\t\t#define
      SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
      && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS
      must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
      AttributeFromCurve_2C8A40AE(inout float3 color, float age, float lifetime,
      float Color) /*attribute:color Composition:Add AlphaComposition:Overwrite SampleMode:OverLife
      Mode:PerComponent ColorMode:Color channels:XYZ */\n\t\t\t{\n\t\t\t    float
      t = age / lifetime;\n\t\t\t    float4 value = 0.0f;\n\t\t\t    value = SampleGradient(Color,
      t);\n\t\t\t    color += value.rgb;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7BA3F6A(inout
      float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha Composition:Overwrite
      AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
      channels:XYZ */\n\t\t\t{\n\t\t\t    float t = age / lifetime;\n\t\t\t    float
      value = 0.0f;\n\t\t\t    value = SampleCurve(Alpha, t);\n\t\t\t    alpha =
      value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
      vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID,
      vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\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\t#if
      HAS_STRIPS\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT
      - 1) << 1;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id
      / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint relativeIndex
      = (id % vertexPerStripCount + 1) >> 1; // relative index of particle in strip\n\t\t\t\t\n\t\t\t\tuint
      maxEdgeIndex = relativeIndex - (id & 1) + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn
      o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(relativeIndex, stripData);\n\t\t\t\t#else\n\t\t\t\tuint
      index = id >> 1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
      = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
      (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#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
      * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\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\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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x4 + 0x3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\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\tAttributeFromCurve_2C8A40AE(
      /*inout */attributes.color, attributes.age, attributes.lifetime, Color_a);\n\t\t\t\tAttributeFromCurve_7BA3F6A(
      /*inout */attributes.alpha, attributes.age, attributes.lifetime, Alpha_b);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\t#if
      HAS_STRIPS\n\t\t\t\tfloat3 vPos = attributes.position;\n\t\t\t\t#else\n\t\t\t\t\t\n\t\t\t\tif
      (!attributes.alive)\n\t\t\t\t\treturn o;\t\n\t\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3
      size3 = float3(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\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\n\t\t\t\tattributes.position
      = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tattributes.targetPosition
      = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat3
      vPos = id & 1 ? attributes.targetPosition : attributes.position;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
      = TransformPositionVFXToClip(vPos);\n\t\t\t\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\treturn
      o;\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\t\n\t\t\t#pragma
      fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
      o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
      color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
      VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
      VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color
      = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
      = saturate(o.color.a);\n\t\t        o.color = VFXTransformFinalColor(o.color);\n\t\t\t\treturn
      o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
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