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      (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
      \r\n            }            \r\n        }\r\n#endif\r\n#else\r\n\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 2));\n\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tattributes.rateCount_b
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\tattributes.eventCount
      = (uint)0;\n\t\tuint eventCount_a = 0u;\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
      AttributeFromMap_6F6C36D5( /*inout */attributes.position, attributes.particleId,
      GetVFXSampler(attributeMap_a, samplerattributeMap_a), (uint)0, float3(0, 0,
      0), float3(1, 1, 1));\n\t\t}\n\t\t{\n\t\t    attributes.eventCount = 0u;\n\t\t
      GPUEventRate_1( /*inout */attributes.rateCount_b,  /*inout */attributes.eventCount,
      (float)60, deltaTime_b);\n\t\t    eventCount_a += attributes.eventCount;\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
      * 0x4 + 0x400) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
      * 0x1 + 0x200) << 2,asuint(attributes.rateCount_b));\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_LIFETIME_CURRENT
      1\n#define VFX_USE_BASECOLOR_CURRENT 1\n#define VFX_USE_STRIPINDEX_CURRENT
      1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_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 STRIP_COUNT 512u\n#define PARTICLE_PER_STRIP_COUNT 200u\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\nCBUFFER_START(parameters)\n
      float Lifetime_b;\n    float uniform_a;\n    float uniform_b;\n    uint PADDING_0;\nCBUFFER_END\n\nstruct
      Attributes\n{\n    float3 position;\n    float lifetime;\n    float3 BaseColor;\n
      uint stripIndex;\n    float3 velocity;\n    float3 color;\n    float age;\n
      bool alive;\n};\n\nstruct SourceAttributes\n{\n    float3 position;\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_F0142CB9(inout float lifetime, float Lifetime)
      /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off channels:XYZ
      */\n{\n    lifetime = Lifetime;\n}\nvoid SetCustomAttribute_39624EE4(inout
      float3 BaseColor, float3 _BaseColor) /*attribute:BaseColor Composition:Overwrite
      Random:Off AttributeType:Vector3 */\n{\n    BaseColor = _BaseColor;\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.lifetime = (float)1;\n
      attributes.BaseColor = float3(0, 0, 0);\n        attributes.stripIndex = (uint)0;\n
      attributes.velocity = float3(0, 0, 0);\n        attributes.color = float3(1,
      1, 1);\n        attributes.age = (float)0;\n        attributes.alive = (bool)true;\n
      sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
      * 0x4 + 0x400) << 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_n = sourceAttributes.position;\n
      SetAttribute_CAC02F9E( /*inout */attributes.position, tmp_n);\n        }\n
      SetAttribute_F0142CB9( /*inout */attributes.lifetime, Lifetime_b);\n
      {\n            uint tmp_n = attributes.stripIndex ^ asuint(uniform_a);\n
      float tmp_o = FixedRand(tmp_n);\n            float tmp_q = tmp_o * (float)0.200000003;\n
      float tmp_r = tmp_q + uniform_b;\n            float tmp_s = frac(tmp_r);\n
      float3 tmp_u = float3(tmp_s, (float)1, (float)1);\n            float3 tmp_v
      = HSVtoRGB(tmp_u);\n            float tmp_w = tmp_v[0];\n            float
      tmp_x = tmp_v[1];\n            float tmp_y = tmp_v[2];\n            float3
      tmp_z = float3(tmp_w, tmp_x, tmp_y);\n            SetCustomAttribute_39624EE4(
      /*inout */attributes.BaseColor, tmp_z);\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 + 0xC8003) << 2,asuint(attributes.lifetime));\n
      attributeBuffer.Store3((index * 0x4 + 0xC8000) << 2,asuint(attributes.BaseColor));\n
      attributeBuffer.Store3((index * 0x8 + 0x12C000) << 2,asuint(attributes.velocity));\n
      attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(attributes.color));\n
      attributeBuffer.Store((index * 0x8 + 0x12C003) << 2,asuint(attributes.age));\n
      attributeBuffer.Store((index * 0x8 + 0x12C004) << 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_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
      1\n#define VFX_USE_BASECOLOR_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
      VFX_USE_MASS_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
      1\n#define VFX_USE_ALIVE_CURRENT 1\n#define STRIP_COUNT 512u\n#define PARTICLE_PER_STRIP_COUNT
      200u\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
      float4x4 InvFieldTransform_a;\n    float4x4 FieldTransform_a;\n    float4 uniform_b;\n
      float3 uniform_a;\n    float deltaTime_a;\n    float Color_c;\n    uint3 PADDING_0;\nCBUFFER_END\n\nstruct
      Attributes\n{\n    float3 position;\n    float lifetime;\n    float3 BaseColor;\n
      float3 velocity;\n    float mass;\n    float3 color;\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
      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 SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color
      Composition:Overwrite 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 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 * 0x8 + 0x12C004) << 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 + 0xC8003) << 2));\n\t\t\tattributes.BaseColor = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0xC8000) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x12C000) << 2));\n\t\t\tattributes.mass = (float)1;\n\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x12C003) << 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)2,
      (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t    float
      tmp_r = attributes.BaseColor[0];\n\t\t\t    float tmp_s = attributes.BaseColor[1];\n\t\t\t
      float tmp_t = attributes.BaseColor[2];\n\t\t\t    float4 tmp_v = float4(tmp_r,
      tmp_s, tmp_t, (float)1);\n\t\t\t    float4 tmp_w = tmp_v * uniform_b;\n\t\t\t
      float tmp_x = tmp_w[0];\n\t\t\t    float tmp_y = tmp_w[1];\n\t\t\t    float
      tmp_z = tmp_w[2];\n\t\t\t    float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t\t
      float3 tmp_bb = tmp_ba - float3(0.0218472201, 0.085708335, 0.121000007);\n\t\t\t
      float3 tmp_bc = uniform_a * tmp_bb;\n\t\t\t    float3 tmp_bd = float3(0.0218472201,
      0.085708335, 0.121000007) + tmp_bc;\n\t\t\t    SetAttribute_FDD06EC7( /*inout
      */attributes.color, tmp_bd);\n\t\t\t}\n\t\t\tAttributeFromCurve_80EE3201( /*inout
      */attributes.color, attributes.age, attributes.lifetime, Color_c);\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
      * 0x8 + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
      * 0x8 + 0x12C000) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store3((index
      * 0x8 + 0x4) << 2,asuint(attributes.color));\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x12C003) << 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 + 0x12C004) << 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 + 0xC8003) << 2));\n\t\tattributes.BaseColor
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC8000) << 2));\n\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x12C000) << 2));\n\t\tattributes.mass
      = (float)1;\n\t\tattributes.color = asfloat(attributeBuffer.Load3((index *
      0x8 + 0x4) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x12C003) << 2));\n\t\tattributes.alive = (attributeBuffer.Load((index
      * 0x8 + 0x12C004) << 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)2,
      (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t    float tmp_r
      = attributes.BaseColor[0];\n\t\t    float tmp_s = attributes.BaseColor[1];\n\t\t
      float tmp_t = attributes.BaseColor[2];\n\t\t    float4 tmp_v = float4(tmp_r,
      tmp_s, tmp_t, (float)1);\n\t\t    float4 tmp_w = tmp_v * uniform_b;\n\t\t
      float tmp_x = tmp_w[0];\n\t\t    float tmp_y = tmp_w[1];\n\t\t    float tmp_z
      = tmp_w[2];\n\t\t    float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t
      float3 tmp_bb = tmp_ba - float3(0.0218472201, 0.085708335, 0.121000007);\n\t\t
      float3 tmp_bc = uniform_a * tmp_bb;\n\t\t    float3 tmp_bd = float3(0.0218472201,
      0.085708335, 0.121000007) + tmp_bc;\n\t\t    SetAttribute_FDD06EC7( /*inout
      */attributes.color, tmp_bd);\n\t\t}\n\t\tAttributeFromCurve_80EE3201( /*inout
      */attributes.color, attributes.age, attributes.lifetime, Color_c);\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 *
      0x8 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
      * 0x8 + 0x12C000) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store3((index
      * 0x8 + 0x4) << 2,asuint(attributes.color));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x12C003) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x12C004) << 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/Body/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_ALPHA_CURRENT 1\n\t\t#define STRIP_COUNT 512u\n\t\t#define
      PARTICLE_PER_STRIP_COUNT 200u\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\t\n\t\tstruct
      Attributes\n\t\t{\n\t\t    float3 position;\n\t\t    float3 color;\n\t\t
      float alpha;\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\t\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.alpha = (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\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.alpha
      = (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\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\t\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.alpha = (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\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.alpha
      = (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\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"
  - compute: 1
    name: '[System 3]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_LIFETIME_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
      1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
      VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
      1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
      float uniform_a;\n    float uniform_b;\n    uint2 PADDING_0;\nCBUFFER_END\n\nstruct
      Attributes\n{\n    float lifetime;\n    float3 color;\n    uint particleId;\n
      float3 position;\n    float3 targetPosition;\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\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_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime
      Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n    lifetime
      = Lifetime;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color)
      /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
      */\n{\n    color = Color;\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.lifetime = (float)1;\n        attributes.color = float3(1, 1, 1);\n
      attributes.particleId = (uint)0;\n        attributes.position = float3(0, 0,
      0);\n        attributes.targetPosition = float3(0, 0, 0);\n        attributes.age
      = (float)0;\n        attributes.alive = (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_F0142CB9(
      /*inout */attributes.lifetime, (float)0.600000024);\n        }\n        {\n
      uint tmp_k = attributes.particleId ^ asuint(uniform_a);\n            float
      tmp_l = FixedRand(tmp_k);\n            float tmp_n = tmp_l * (float)0.200000003;\n
      float tmp_o = tmp_n + uniform_b;\n            float tmp_p = frac(tmp_o);\n
      float3 tmp_s = float3(tmp_p, (float)0.899999976, (float)2);\n            float3
      tmp_t = HSVtoRGB(tmp_s);\n            float tmp_u = tmp_t[0];\n
      float tmp_v = tmp_t[1];\n            float tmp_w = tmp_t[2];\n            float3
      tmp_x = float3(tmp_u, tmp_v, tmp_w);\n            SetAttribute_FDD06EC7( /*inout
      */attributes.color, tmp_x);\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.Store((index * 0x1 + 0x0) << 2,asuint(attributes.lifetime));\n
      attributeBuffer.Store3((index * 0x4 + 0x200) << 2,asuint(attributes.color));\n
      attributeBuffer.Store((index * 0x1 + 0xA00) << 2,asuint(attributes.particleId));\n
      attributeBuffer.Store3((index * 0x8 + 0xC00) << 2,asuint(attributes.position));\n
      attributeBuffer.Store3((index * 0x8 + 0xC04) << 2,asuint(attributes.targetPosition));\n
      attributeBuffer.Store((index * 0x8 + 0xC03) << 2,asuint(attributes.age));\n
      attributeBuffer.Store((index * 0x8 + 0xC07) << 2,uint(attributes.alive));\n
      \n\r\n        }\r\n    }\r\n}\r\n"
  - compute: 1
    name: '[System 3]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_LIFETIME_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
      1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT
      1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
      VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
      float deltaTime_d;\n    uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
      float lifetime;\n    uint particleId;\n    float3 position;\n    float3 targetPosition;\n
      float age;\n    bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
      attributeMap_a;\nSamplerState samplerattributeMap_a;\nfloat4 attributeMap_a_TexelSize;\n\nTexture2D
      attributeMap_b;\nSamplerState samplerattributeMap_b;\nfloat4 attributeMap_b_TexelSize;\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
      AttributeFromMap_6F6C36D5(inout float3 position, uint particleId, VFXSampler2D
      attributeMap, uint Seed, float3 valueBias, float3 valueScale) /*attribute:position
      Composition:Overwrite SampleMode:RandomConstantPerParticle channels:XYZ */\n{\n
      \n    uint width, height;\n    attributeMap.t.GetDimensions(width, height);\n
      uint count = width * height;\n    uint id = FIXED_RAND(Seed) * count;\n
      uint y = id / width;\n    uint x = id - y * width;\n    float3 value = (float3)attributeMap.t.Load(int3(x,
      y, 0));\n    value = (value  + valueBias) * valueScale;\n    position = value;\n}\nvoid
      AttributeFromMap_62C5EC24(inout float3 targetPosition, uint particleId, VFXSampler2D
      attributeMap, uint Seed, float3 valueBias, float3 valueScale) /*attribute:targetPosition
      Composition:Overwrite SampleMode:RandomConstantPerParticle channels:XYZ */\n{\n
      \n    uint width, height;\n    attributeMap.t.GetDimensions(width, height);\n
      uint count = width * height;\n    uint id = FIXED_RAND(Seed) * count;\n
      uint y = id / width;\n    uint x = id - y * width;\n    float3 value = (float3)attributeMap.t.Load(int3(x,
      y, 0));\n    value = (value  + valueBias) * valueScale;\n    targetPosition
      = value;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3
      TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot
      Random:Off channels:XYZ */\n{\n    targetPosition = TargetPosition;\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 + 0xC07) << 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 + 0x0) << 2));\n\t\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x1 + 0xA00) << 2));\n\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC00) << 2));\n\t\t\tattributes.targetPosition
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC04) << 2));\n\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0xC03) << 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
      AttributeFromMap_6F6C36D5( /*inout */attributes.position, attributes.particleId,
      GetVFXSampler(attributeMap_a, samplerattributeMap_a), (uint)0, float3(0, 0,
      0), float3(1, 1, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t    AttributeFromMap_62C5EC24(
      /*inout */attributes.targetPosition, attributes.particleId, GetVFXSampler(attributeMap_a,
      samplerattributeMap_a), (uint)1, float3(0, 0, 0), float3(1, 1, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t
      float tmp_k = attributes.age / attributes.lifetime;\n\t\t\t    float3 tmp_l
      = float3(tmp_k, tmp_k, tmp_k);\n\t\t\t    float3 tmp_m = attributes.targetPosition
      - attributes.position;\n\t\t\t    float3 tmp_n = tmp_l * tmp_m;\n\t\t\t
      float3 tmp_o = attributes.position + tmp_n;\n\t\t\t    SetAttribute_2CF4000A(
      /*inout */attributes.targetPosition, tmp_o);\n\t\t\t}\n\t\t\tAge( /*inout */attributes.age,
      deltaTime_d);\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
      + 0xC00) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
      * 0x8 + 0xC04) << 2,asuint(attributes.targetPosition));\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0xC03) << 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 + 0xC07) << 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 + 0x0) << 2));\n\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x1 + 0xA00) << 2));\n\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC00) << 2));\n\t\tattributes.targetPosition
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC04) << 2));\n\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0xC03) << 2));\n\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0xC07) << 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    AttributeFromMap_6F6C36D5(
      /*inout */attributes.position, attributes.particleId, GetVFXSampler(attributeMap_a,
      samplerattributeMap_a), (uint)0, float3(0, 0, 0), float3(1, 1, 1));\n\t\t}\n\t\t{\n\t\t
      AttributeFromMap_62C5EC24( /*inout */attributes.targetPosition, attributes.particleId,
      GetVFXSampler(attributeMap_a, samplerattributeMap_a), (uint)1, float3(0, 0,
      0), float3(1, 1, 1));\n\t\t}\n\t\t{\n\t\t    float tmp_k = attributes.age /
      attributes.lifetime;\n\t\t    float3 tmp_l = float3(tmp_k, tmp_k, tmp_k);\n\t\t
      float3 tmp_m = attributes.targetPosition - attributes.position;\n\t\t    float3
      tmp_n = tmp_l * tmp_m;\n\t\t    float3 tmp_o = attributes.position + tmp_n;\n\t\t
      SetAttribute_2CF4000A( /*inout */attributes.targetPosition, tmp_o);\n\t\t}\n\t\tAge(
      /*inout */attributes.age, deltaTime_d);\n\t\tReap(attributes.age, attributes.lifetime,
      /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
      0x8 + 0xC00) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
      * 0x8 + 0xC04) << 2,asuint(attributes.targetPosition));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0xC03) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0xC07) << 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 3]Output Particle Line'
    source: "Shader \"Hidden/VFX/Body/System 3/Output Particle 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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
      1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT
      1\n\t\t#define VFX_USE_AGE_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_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\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\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    float lifetime;\n\t\t    float3 color;\n\t\t
      float3 position;\n\t\t    float3 targetPosition;\n\t\t    float age;\n\t\t
      float alpha;\n\t\t    bool alive;\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\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
      (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
      pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
      - pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\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\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 = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\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.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0xC00) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0xC04) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x8 + 0xC03) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0xC07) << 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\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0xC07) << 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.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC00) << 2));\n\t\t\t\t\t\tattributes.targetPosition
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC04) << 2));\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0xC03) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (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\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\tif
      (!attributes.alive)\n\t\t\t\t\treturn o;\n\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\tfloat4
      pos0 = TransformPositionVFXToClip(attributes.position);\n\t\t\t\tfloat4 pos1
      = TransformPositionVFXToClip(attributes.targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
      = ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
      ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2
      dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1]
      / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst
      float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float
      thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
      / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w,
      0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4
      vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef
      VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f
      : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position
      in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos
      = ((id >> 1) & 1) ? attributes.position : attributes.targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
      = vPosArray[id & 3];\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\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\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 IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective
      float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
      float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
      || USE_EXPOSURE_WEIGHT\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
      : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
      posWS : TEXCOORD2;\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 IS_TRANSPARENT_PARTICLE\n\t\t#define
      VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
      VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
      VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z\n\t\t#endif\n\t\t\n\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\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
      (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
      pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
      - pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\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\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 = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\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.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0xC00) << 2));\n\t\t\t\t\t\tattributes.targetPosition = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0xC04) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x8 + 0xC03) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0xC07) << 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\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0xC07) << 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.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC00) << 2));\n\t\t\t\t\t\tattributes.targetPosition
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC04) << 2));\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0xC03) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (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\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\tif
      (!attributes.alive)\n\t\t\t\t\treturn o;\n\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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      pos0 = TransformPositionVFXToClip(attributes.position);\n\t\t\t\tfloat4 pos1
      = TransformPositionVFXToClip(attributes.targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
      = ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
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      thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
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      * 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\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
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      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
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