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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_BASECOLOR_CURRENT 1\n#define
      VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
      1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_RATECOUNT_E_CURRENT 1\n#define
      VFX_USE_STRIPALIVE_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
      float uniform_a;\n    float uniform_b;\n    uint2 PADDING_0;\nCBUFFER_END\n\nstruct
      Attributes\n{\n    float3 position;\n    uint seed;\n    float lifetime;\n
      float3 BaseColor;\n    bool alive;\n    uint particleId;\n    float3 color;\n
      float age;\n    float rateCount_e;\n    bool stripAlive;\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
      SetCustomAttribute_39624EE4(inout float3 BaseColor, float3 _BaseColor) /*attribute:BaseColor
      Composition:Overwrite Random:Off AttributeType:Vector3 */\n{\n    BaseColor
      = _BaseColor;\n}\nvoid KillSphere_0(float3 position, inout bool alive, float3
      Sphere_center, float Sphere_radius, float colliderSign) /*mode:Solid */\n{\n
      \n    float3 dir = position - Sphere_center;\n    float sqrLength = dot(dir,
      dir);\n    if (colliderSign * sqrLength <= colliderSign * Sphere_radius * Sphere_radius)\n
      alive = false;\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.BaseColor = float3(0, 0,
      0);\n        attributes.alive = (bool)true;\n        attributes.particleId
      = (uint)0;\n        attributes.color = float3(1, 1, 1);\n        attributes.age
      = (float)0;\n        attributes.rateCount_e = (float)0;\n        attributes.stripAlive
      = (bool)true;\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(-6, 0, -6),
      float3(6, 2, 6));\n        }\n        {\n            SetAttribute_F01429A3(
      /*inout */attributes.lifetime,  /*inout */attributes.seed, (float)0.5, (float)1);\n
      }\n        {\n            uint tmp_n = attributes.particleId ^ asuint(uniform_b);\n
      float tmp_o = FixedRand(tmp_n);\n            float tmp_q = tmp_o * (float)0.100000001;\n
      float tmp_r = uniform_a + tmp_q;\n            float tmp_s = frac(tmp_r);\n
      float3 tmp_v = float3(tmp_s, (float)0.300000012, (float)1);\n            float3
      tmp_w = HSVtoRGB(tmp_v);\n            float tmp_x = tmp_w[0];\n
      float tmp_y = tmp_w[1];\n            float tmp_z = tmp_w[2];\n            float3
      tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n            SetCustomAttribute_39624EE4(
      /*inout */attributes.BaseColor, tmp_ba);\n        }\n        {\n
      KillSphere_0(attributes.position,  /*inout */attributes.alive, float3(0, 0,
      0), (float)1, (float)1);\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 * 0xC + 0x0) << 2,asuint(attributes.position));\n
      attributeBuffer.Store((index * 0x8 + 0x3003) << 2,asuint(attributes.lifetime));\n
      attributeBuffer.Store3((index * 0x8 + 0x3000) << 2,asuint(attributes.BaseColor));\n
      attributeBuffer.Store((index * 0xC + 0x3) << 2,uint(attributes.alive));\n
      attributeBuffer.Store((index * 0x8 + 0x3004) << 2,asuint(attributes.particleId));\n
      attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(attributes.color));\n
      attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(attributes.age));\n
      attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(attributes.rateCount_e));\n
      attributeBuffer.Store((index * 0xC + 0x9) << 2,uint(attributes.stripAlive));\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_BASECOLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
      VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
      1\n#define VFX_USE_RATECOUNT_E_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT
      1\n#define VFX_USE_STRIPALIVE_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
      float uniform_a;\n    float Color_b;\n    float uniform_b;\n    float Color_d;\n
      float deltaTime_e;\n    uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
      float3 position;\n    float lifetime;\n    float3 BaseColor;\n    bool alive;\n
      uint particleId;\n    float3 color;\n    float age;\n    float rateCount_e;\n
      uint eventCount;\n    bool stripAlive;\n};\n\nstruct SourceAttributes\n{\n};\n\nAppendStructuredBuffer<uint>
      eventListOut_a;\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
      SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
      Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n    position
      = Position;\n}\nvoid AttributeFromCurve_39BD59FF(inout float3 color, float
      Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
      SampleMode:Custom Mode:PerComponent ColorMode:Color channels:XYZ */\n{\n
      float t = SampleTime;\n    float4 value = 0.0f;\n    value = SampleGradient(Color,
      t);\n    color = value.rgb;\n}\nvoid SetAttribute_545F0ED(inout float3 color,
      float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off
      channels:XYZ */\n{\n    color *= Color;\n}\nvoid AttributeFromCurve_80EE3201(inout
      float3 color, float age, float lifetime, float Color) /*attribute:color Composition:Multiply
      AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:Color
      channels:XYZ */\n{\n    float t = age / lifetime;\n    float4 value = 0.0f;\n
      value = SampleGradient(Color, t);\n    color *= value.rgb;\n}\nvoid GPUEventRate_1(inout
      float rateCount_e, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
      clampToOne:True */\n{\n    rateCount_e += deltaTime * Rate;\n    uint count
      = floor(rateCount_e);\n    rateCount_e = frac(rateCount_e);\n    eventCount
      = count;\n    eventCount = min(eventCount,1);\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 * 0xC + 0x3) << 2));\n\t\tattributes.stripAlive
      = (attributeBuffer.Load((index * 0xC + 0x9) << 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 * 0xC + 0x0) << 2));\n\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3003) << 2));\n\t\t\tattributes.BaseColor
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x3000) << 2));\n\t\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x8 + 0x3004) << 2));\n\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tattributes.rateCount_e
      = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\tattributes.eventCount
      = (uint)0;\n\t\t\tuint eventCount_a = 0u;\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
      float3 tmp_r = float3(0, 1, 0) * attributes.position;\n\t\t\t    float tmp_s
      = tmp_r[2];\n\t\t\t    float tmp_t = tmp_r[1];\n\t\t\t    float tmp_u = tmp_s
      + tmp_t;\n\t\t\t    float tmp_v = tmp_r[0];\n\t\t\t    float tmp_w = tmp_u
      + tmp_v;\n\t\t\t    float3 tmp_x = float3(tmp_w, tmp_w, tmp_w);\n\t\t\t
      float3 tmp_y = float3(0, 1, 0) * tmp_x;\n\t\t\t    float3 tmp_z = attributes.position
      - tmp_y;\n\t\t\t    uint tmp_bb = attributes.particleId ^ asuint(uniform_a);\n\t\t\t
      float tmp_bc = FixedRand(tmp_bb);\n\t\t\t    float tmp_be = tmp_bc * (float)0.0700000003;\n\t\t\t
      float tmp_bf = (float)0.00999999978 + tmp_be;\n\t\t\t    float tmp_bg = cos(tmp_bf);\n\t\t\t
      float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t\t    float3 tmp_bi =
      tmp_z * tmp_bh;\n\t\t\t    float3 tmp_bj = tmp_y + tmp_bi;\n\t\t\t    float
      tmp_bl = tmp_z[2];\n\t\t\t    float tmp_bm = (float)0 - tmp_bl;\n\t\t\t
      float tmp_bn = tmp_z[0];\n\t\t\t    float3 tmp_bo = float3(tmp_bm, (float)0,
      tmp_bn);\n\t\t\t    float tmp_bp = sin(tmp_bf);\n\t\t\t    float3 tmp_bq =
      float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t\t    float3 tmp_br = tmp_bo * tmp_bq;\n\t\t\t
      float3 tmp_bs = tmp_bj + tmp_br;\n\t\t\t    SetAttribute_CAC29747( /*inout
      */attributes.position, tmp_bs);\n\t\t\t}\n\t\t\t{\n\t\t\t    uint tmp_q = attributes.particleId
      ^ asuint(uniform_b);\n\t\t\t    float tmp_r = FixedRand(tmp_q);\n\t\t\t
      AttributeFromCurve_39BD59FF( /*inout */attributes.color, Color_b, tmp_r);\n\t\t\t}\n\t\t\tSetAttribute_545F0ED(
      /*inout */attributes.color, attributes.BaseColor);\n\t\t\tAttributeFromCurve_80EE3201(
      /*inout */attributes.color, attributes.age, attributes.lifetime, Color_d);\n\t\t\t{\n\t\t\t
      attributes.eventCount = 0u;\n\t\t\t    GPUEventRate_1( /*inout */attributes.rateCount_e,
      /*inout */attributes.eventCount, (float)60, deltaTime_e);\n\t\t\t    eventCount_a
      += attributes.eventCount;\n\t\t\t}\n\t\t\tAge( /*inout */attributes.age, deltaTime_e);\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 * 0xC
      + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
      * 0xC + 0x4) << 2,asuint(attributes.color));\n\t\t\t\tattributeBuffer.Store((index
      * 0xC + 0x7) << 2,asuint(attributes.age));\n\t\t\t\tattributeBuffer.Store((index
      * 0xC + 0x8) << 2,asuint(attributes.rateCount_e));\n\t\t\t\tattributeBuffer.Store((index
      * 0xC + 0x9) << 2,uint(attributes.stripAlive));\n\t\t\t\tfor (uint ia = 0;
      ia < eventCount_a; ++ia) eventListOut_a.Append(index);\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
      * 0xC + 0x3) << 2,uint(attributes.alive));\n\t\t\t\tfor (uint ia = 0; ia <
      eventCount_a; ++ia) eventListOut_a.Append(index);\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
      attributeBuffer.Store((index * 0xC + 0x9) << 2,uint(attributes.stripAlive));\n
      \n\r\n            }            \r\n        }\r\n#endif\r\n#else\r\n\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3003) << 2));\n\t\tattributes.BaseColor
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x3000) << 2));\n\t\tattributes.alive
      = (attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x8 + 0x3004) << 2));\n\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\tattributes.rateCount_e
      = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\tattributes.eventCount
      = (uint)0;\n\t\tuint eventCount_a = 0u;\n\t\tattributes.stripAlive = (attributeBuffer.Load((index
      * 0xC + 0x9) << 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
      float3 tmp_r = float3(0, 1, 0) * attributes.position;\n\t\t    float tmp_s
      = tmp_r[2];\n\t\t    float tmp_t = tmp_r[1];\n\t\t    float tmp_u = tmp_s +
      tmp_t;\n\t\t    float tmp_v = tmp_r[0];\n\t\t    float tmp_w = tmp_u + tmp_v;\n\t\t
      float3 tmp_x = float3(tmp_w, tmp_w, tmp_w);\n\t\t    float3 tmp_y = float3(0,
      1, 0) * tmp_x;\n\t\t    float3 tmp_z = attributes.position - tmp_y;\n\t\t
      uint tmp_bb = attributes.particleId ^ asuint(uniform_a);\n\t\t    float tmp_bc
      = FixedRand(tmp_bb);\n\t\t    float tmp_be = tmp_bc * (float)0.0700000003;\n\t\t
      float tmp_bf = (float)0.00999999978 + tmp_be;\n\t\t    float tmp_bg = cos(tmp_bf);\n\t\t
      float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t    float3 tmp_bi = tmp_z
      * tmp_bh;\n\t\t    float3 tmp_bj = tmp_y + tmp_bi;\n\t\t    float tmp_bl =
      tmp_z[2];\n\t\t    float tmp_bm = (float)0 - tmp_bl;\n\t\t    float tmp_bn
      = tmp_z[0];\n\t\t    float3 tmp_bo = float3(tmp_bm, (float)0, tmp_bn);\n\t\t
      float tmp_bp = sin(tmp_bf);\n\t\t    float3 tmp_bq = float3(tmp_bp, tmp_bp,
      tmp_bp);\n\t\t    float3 tmp_br = tmp_bo * tmp_bq;\n\t\t    float3 tmp_bs =
      tmp_bj + tmp_br;\n\t\t    SetAttribute_CAC29747( /*inout */attributes.position,
      tmp_bs);\n\t\t}\n\t\t{\n\t\t    uint tmp_q = attributes.particleId ^ asuint(uniform_b);\n\t\t
      float tmp_r = FixedRand(tmp_q);\n\t\t    AttributeFromCurve_39BD59FF( /*inout
      */attributes.color, Color_b, tmp_r);\n\t\t}\n\t\tSetAttribute_545F0ED( /*inout
      */attributes.color, attributes.BaseColor);\n\t\tAttributeFromCurve_80EE3201(
      /*inout */attributes.color, attributes.age, attributes.lifetime, Color_d);\n\t\t{\n\t\t
      attributes.eventCount = 0u;\n\t\t    GPUEventRate_1( /*inout */attributes.rateCount_e,
      /*inout */attributes.eventCount, (float)60, deltaTime_e);\n\t\t    eventCount_a
      += attributes.eventCount;\n\t\t}\n\t\tAge( /*inout */attributes.age, deltaTime_e);\n\t\tReap(attributes.age,
      attributes.lifetime,  /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
      * 0xC + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
      * 0xC + 0x3) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store3((index
      * 0xC + 0x4) << 2,asuint(attributes.color));\n\t\tattributeBuffer.Store((index
      * 0xC + 0x7) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
      * 0xC + 0x8) << 2,asuint(attributes.rateCount_e));\n\t\tattributeBuffer.Store((index
      * 0xC + 0x9) << 2,uint(attributes.stripAlive));\n\t\tfor (uint ia = 0; ia <
      eventCount_a; ++ia) eventListOut_a.Append(index);\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: 1
    name: '[System 2]Initialize Particle Strip'
    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_COLOR_CURRENT
      1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
      VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
      1\n#define STRIP_COUNT 1024u\n#define PARTICLE_PER_STRIP_COUNT 32u\n#define
      VFX_USE_SPAWNER_FROM_GPU 1\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\n\nstruct
      Attributes\n{\n    float3 position;\n    float3 color;\n    float lifetime;\n
      float age;\n    bool alive;\n};\n\nstruct SourceAttributes\n{\n    float3 position;\n
      float3 color;\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_CAC02F9E(inout float3 position, float3 Value) /*attribute:position
      Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n    position
      = Value;\n}\nvoid SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color
      Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n    color
      = Value;\n}\nvoid SetAttribute_F0142CB9(inout float lifetime, float Lifetime)
      /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off channels:XYZ
      */\n{\n    lifetime = Lifetime;\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        \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.color = float3(1,
      1, 1);\n        attributes.lifetime = (float)1;\n        attributes.age = (float)0;\n
      attributes.alive = (bool)true;\n        sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
      * 0xC + 0x0) << 2));\n        sourceAttributes.color = asfloat(sourceAttributeBuffer.Load3((sourceIndex
      * 0xC + 0x4) << 2));\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            float3 tmp_g = sourceAttributes.position;\n
      SetAttribute_CAC02F9E( /*inout */attributes.position, tmp_g);\n        }\n
      {\n            float3 tmp_g = sourceAttributes.color;\n            SetAttribute_FDCE071E(
      /*inout */attributes.color, tmp_g);\n        }\n        {\n            SetAttribute_F0142CB9(
      /*inout */attributes.lifetime, (float)0.5);\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.Store3((index * 0x8 + 0x4) << 2,asuint(attributes.color));\n
      attributeBuffer.Store((index * 0x1 + 0x40000) << 2,asuint(attributes.lifetime));\n
      attributeBuffer.Store((index * 0x1 + 0x48000) << 2,asuint(attributes.age));\n
      attributeBuffer.Store((index * 0x1 + 0x50000) << 2,uint(attributes.alive));\n
      \n\r\n        }\r\n    }\r\n}\r\n"
  - compute: 1
    name: '[System 2]Update Particle Strip'
    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_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT
      1\n#define VFX_USE_ALIVE_CURRENT 1\n#define STRIP_COUNT 1024u\n#define PARTICLE_PER_STRIP_COUNT
      32u\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
      float lifetime;\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
      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 + 0x50000) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x48000) << 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\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.Store((index
      * 0x1 + 0x48000) << 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 + 0x50000) << 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.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x48000) << 2));\n\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x1 + 0x50000) << 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\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
      attributes.lifetime,  /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
      * 0x1 + 0x48000) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
      * 0x1 + 0x50000) << 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 2]Output ParticleStrip Line'
    source: "Shader \"Hidden/VFX/Stream/System 2/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\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 1024u\n\t\t#define
      PARTICLE_PER_STRIP_COUNT 32u\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\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
      float3 Color_b;\n\t\t    float Color_a;\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\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
      SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t#define
      SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
      && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS 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_80EE3201(inout float3 color, float age, float lifetime,
      float Color) /*attribute:color Composition:Multiply 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
      SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
      Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t    color *= Color;\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
      * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x48000) << 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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x48000) << 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_80EE3201(
      /*inout */attributes.color, attributes.age, attributes.lifetime, Color_a);\n\t\t\t\tSetAttribute_545F0ED(
      /*inout */attributes.color, Color_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#define
      VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0\n\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t#ifndef
      VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH
      0\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t\t\t\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\tint _ObjectId;\n\t\t\t\t\tint
      _PassValue;\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#pragma fragment frag\n\t\t\t\t\tvoid
      frag(ps_input i\n\t\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t
      #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t    // We need the depth color as SV_Target0
      for alpha to coverage\n\t\t\t\t\t    , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t
      , out float4 outMotionVector : SV_Target1\n\t\t\t\t\t    #else\n\t\t\t\t\t
      // When no MSAA, the motion vector is always the first buffer\n\t\t\t\t\t
      , out float4 outMotionVector : SV_Target0\n\t\t\t\t\t    #endif\n\t\t\t\t\t#elif
      VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t    #ifdef WRITE_MSAA_DEPTH\n\t\t\t\t\t
      , out float4 outDepthColor : SV_Target0\n\t\t\t\t\t    #else\n\t\t\t\t\t
      , out float4 dummy : SV_Target0\n\t\t\t\t\t    #endif\n\t\t\t\t\t#elif VFX_PASSDEPTH
      == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t    , out float4 outSelection : SV_Target0\n\t\t\t\t\t#endif\n\t\t\t\t\t)\n\t\t\t\t\t{\n\t\t\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\t
      #ifdef VFX_SHADERGRAPH\n\t\t\t\t\t        \n\t\t\t\t\t        \n\t\t\t\t\t
      float alpha = OUTSG.;\n\t\t\t\t\t    #else\n\t\t\t\t\t        float alpha =
      VFXGetFragmentColor(i).a;\n\t\t\t\t\t\t\t#if VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH\n\t\t\t\t\t\t\t\talpha
      *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t
      #endif\n\t\t\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
      WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\toutDepthColor = i.VFX_VARYING_POSCS.z;\n\t\t\t\t\t\t\t#if
      VFX_USE_ALPHA_TO_MASK\n\t\t\t\t\t\t\t\toutDepthColor.a = alpha;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2
      velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
      (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t\t\t#if
      UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat4
      encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity
      * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\toutMotionVector
      = encodedMotionVector;\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t\t\toutSelection
      = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t\t\t#elif VFX_PASSDEPTH
      == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t\t\t#ifndef WRITE_MSAA_DEPTH\n\t\t\t\t\t\t\t\tdummy
      = (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t#error
      VFX_PASSDEPTH undefined \n\t\t\t\t\t\t#endif\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\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_80EE3201(inout float3 color, float age, float lifetime,
      float Color) /*attribute:color Composition:Multiply 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
      SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
      Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t    color *= Color;\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
      * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x48000) << 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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x48000) << 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_80EE3201(
      /*inout */attributes.color, attributes.age, attributes.lifetime, Color_a);\n\t\t\t\tSetAttribute_545F0ED(
      /*inout */attributes.color, Color_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
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      = 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
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      = 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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