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  - compute: 1
    name: '[System 1]Initialize Particle'
    source: "#pragma kernel CSMain\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_DIRECTION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
      VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
      1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
      VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n   
      float4x4 uniform_o;\n    float4x4 uniform_p;\n    float4 uniform_f;\n    float4
      uniform_q;\n    float3 ArcTorus_center_a;\n    float uniform_c;\n    float3
      uniform_h;\n    float uniform_d;\n    float uniform_e;\n    float uniform_g;\n   
      float uniform_i;\n    float uniform_j;\n    float uniform_k;\n    float uniform_l;\n   
      float uniform_m;\n    float uniform_n;\n    float uniform_r;\n    float uniform_s;\n   
      uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n    float3 position;\n   
      uint seed;\n    float3 direction;\n    float3 color;\n    float3 velocity;\n   
      float mass;\n    float lifetime;\n    uint particleId;\n    float age;\n   
      bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture3D attributeMap_b;\nSamplerState
      samplerattributeMap_b;\nfloat4 attributeMap_b_TexelSize;\n\n\n\n#define USE_DEAD_LIST
      (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\n\nRWByteAddressBuffer attributeBuffer;\nByteAddressBuffer
      sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if !VFX_USE_SPAWNER_FROM_GPU\n   
      uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\n    uint spawnIndex;\t\t\t\t//
      Index of the first particle spawned\n    uint dispatchWidth;\n#else\n    uint
      offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint systemSeed;\nCBUFFER_END\n\n#if
      USE_DEAD_LIST\nRWStructuredBuffer<uint> deadListIn;\nByteAddressBuffer deadListCount;
      // This is bad to use a SRV to fetch deadList count but Unity API currently
      prevent from copying to CB\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint>
      eventList;\nByteAddressBuffer inputAdditional;\n#endif\n\n#if HAS_STRIPS\nRWBuffer<uint>
      stripDataBuffer;\n#endif\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\n\nvoid
      PositionTorus_18D(inout float3 position, inout uint seed, inout float3 direction,
      float3 ArcTorus_center, float ArcTorus_majorRadius, float ArcTorus_minorRadius,
      float ArcTorus_arc, float volumeFactor, float r) /*positionMode:Volume spawnMode:Random
      */\n{\n    float3 u = RAND3;float arc = ArcTorus_arc;\n    float R = sqrt(volumeFactor
      + (1.0f - volumeFactor) * u.z);\n    \n    float sinTheta,cosTheta;\n    sincos(u.x
      * UNITY_TWO_PI,sinTheta,cosTheta);\n    \n    float2 s1_1 = R * r * float2(cosTheta,
      sinTheta) + float2(1,0);\n    float2 s1_2 = R * r * float2(-cosTheta, sinTheta)
      + float2(1,0);\n    float w = s1_1.x / (s1_1.x + s1_2.x);\n    \n    float3
      t;\n    float phi;\n    if (u.y < w)\n    {\n        phi = arc * u.y / w;\n       
      t = float3(s1_1.x, 0, s1_1.y);\n    }\n    else\n    {\n        phi = arc *
      (u.y - w) / (1.0f - w);\n        t = float3(s1_2.x, 0, s1_2.y);\n    }\n   
      \n    float s,c;\n    sincos(phi,c,s);\n    float3 t2 = float3(c * t.x - s
      * t.y,c * t.y + s * t.x,t.z);\n    \n    position += ArcTorus_center + ArcTorus_majorRadius
      * t2;\n    direction = t2;\n    \n}\nvoid AttributeFromMap_6F69BFAE(inout float3
      position, VFXSampler3D attributeMap, float3 SamplePosition, float LOD, float3
      valueBias, float3 valueScale) /*attribute:position Composition:Add SampleMode:Sample3DLOD
      channels:XYZ */\n{\n    \n    float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s,
      SamplePosition, LOD);\n    value = (value  + valueBias) * valueScale;\n   
      position += value;\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 SetAttribute_E629755(inout float3 velocity,
      float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off
      channels:XYZ */\n{\n    velocity = Velocity;\n}\nvoid SetAttribute_A7C1C832(inout
      float mass, inout uint seed, float A, float B) /*attribute:mass Composition:Overwrite
      Source:Slot Random:Uniform channels:XYZ */\n{\n    mass = lerp(A,B,RAND);\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\n\n#if HAS_STRIPS\nbool GetParticleIndex(inout uint particleIndex,
      uint stripIndex)\n{\n\tuint relativeIndex;\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
      stripIndex), 1, relativeIndex);\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT)
      // strip is full\n\t{\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
      -1); // Remove previous increment\n\t\treturn false;\n\t}\n\n\tparticleIndex
      = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
      + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\n    return true;\n}\n#endif\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
      CSMain(uint3 groupId          : SV_GroupID,\n            uint3 groupThreadId   
      : SV_GroupThreadID)\n{\n    uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
      !VFX_USE_SPAWNER_FROM_GPU\n    id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
      VFX_USE_SPAWNER_FROM_GPU\n    uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
      * 2 + 0) << 2);\n    uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
      * 2 + 1) << 2) - maxThreadId;\n#else\n    uint maxThreadId = nbSpawned;\n   
      uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if USE_DEAD_LIST\n    maxThreadId
      = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n   
      maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
      on CPU\n#endif\n\n    if (id < maxThreadId)\n    {\n#if VFX_USE_SPAWNER_FROM_GPU\n       
      int sourceIndex = eventList[id];\n#endif\n\t\tuint particleIndex = id + currentSpawnIndex;\n\t\t\n#if
      !VFX_USE_SPAWNER_FROM_GPU\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\n#endif\n\n\t\tAttributes
      attributes = (Attributes)0;\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\n       
      attributes.position = float3(0, 0, 0);\n        attributes.seed = (uint)0;\n       
      attributes.direction = float3(0, 0, 1);\n        attributes.color = float3(1,
      1, 1);\n        attributes.velocity = float3(0, 0, 0);\n        attributes.mass
      = (float)1;\n        attributes.lifetime = (float)1;\n        attributes.particleId
      = (uint)0;\n        attributes.age = (float)0;\n        attributes.alive =
      (bool)true;\n        \n\n#if VFX_USE_PARTICLEID_CURRENT\n         attributes.particleId
      = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n        attributes.seed
      = WangHash(particleIndex ^ systemSeed);\n#endif\n#if VFX_USE_SPAWNINDEX_CURRENT\n       
      attributes.spawnIndex = id;\n#endif\n#if HAS_STRIPS\n#if !VFX_USE_SPAWNER_FROM_GPU\n\t\t\n#else\n       
      uint stripIndex = sourceIndex;\n#endif\n\t\tstripIndex = min(stripIndex, STRIP_COUNT);\n\n       
      if (!GetParticleIndex(particleIndex, stripIndex))\n            return;\n\n       
      const StripData stripData = GetStripDataFromStripIndex(stripIndex, PARTICLE_PER_STRIP_COUNT);\n\t\tInitStripAttributes(particleIndex,
      attributes, stripData);\n\t\t// TODO Change seed to be sure we're deterministic
      on random with strip\n#endif\n        \n        {\n            PositionTorus_18D(
      /*inout */attributes.position,  /*inout */attributes.seed,  /*inout */attributes.direction,
      ArcTorus_center_a, (float)1, (float)0.0399999991, (float)6.28318548, (float)0,
      (float)0.0399999991);\n        }\n        {\n            float3 tmp_bs = attributes.position
      * float3(0.140000001, 0.140000001, 0.140000001);\n            uint tmp_bu =
      attributes.particleId ^ asuint(uniform_e);\n            float tmp_bv = FixedRand(tmp_bu);\n           
      float tmp_bw = uniform_d * tmp_bv;\n            float tmp_bx = uniform_c +
      tmp_bw;\n            float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n           
      float3 tmp_bz = float3(0, -1, 0) * tmp_by;\n            float3 tmp_ca = tmp_bs
      + tmp_bz;\n            AttributeFromMap_6F69BFAE( /*inout */attributes.position,
      GetVFXSampler(attributeMap_b, samplerattributeMap_b), tmp_ca, (float)0, float3(-0.5,
      -0.5, -0.5), float3(1, 1, 1));\n        }\n        {\n            float3 tmp_br
      = attributes.position - ArcTorus_center_a;\n            float tmp_bs = tmp_br[1];\n           
      float tmp_bt = tmp_br[0];\n            float tmp_bu = atan2(tmp_bs, tmp_bt);\n           
      float tmp_bv = tmp_bu + uniform_g;\n            float tmp_bx = tmp_bv / (float)6.28318548;\n           
      float tmp_by = frac(tmp_bx);\n            float tmp_bz = tmp_by * (float)6.28318548;\n           
      float tmp_ca = tmp_bz / (float)6.28318548;\n            float tmp_cb = SampleCurve(uniform_f,tmp_ca);\n           
      float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n            SetAttribute_FDD06EC7(
      /*inout */attributes.color, tmp_cc);\n        }\n        {\n            float3
      tmp_br = attributes.position - ArcTorus_center_a;\n            float tmp_bs
      = tmp_br[2];\n            float tmp_bt = uniform_i * tmp_bs;\n            float
      tmp_bu = tmp_br[1];\n            float tmp_bv = uniform_j * tmp_bu;\n           
      float tmp_bw = tmp_bt - tmp_bv;\n            float tmp_bx = tmp_br[0];\n           
      float tmp_by = uniform_j * tmp_bx;\n            float tmp_bz = uniform_k *
      tmp_bs;\n            float tmp_ca = tmp_by - tmp_bz;\n            float tmp_cb
      = uniform_k * tmp_bu;\n            float tmp_cc = uniform_i * tmp_bx;\n           
      float tmp_cd = tmp_cb - tmp_cc;\n            float3 tmp_ce = float3(tmp_bw,
      tmp_ca, tmp_cd);\n            float3 tmp_cg = tmp_ce * tmp_ce;\n           
      float tmp_ch = tmp_cg[2];\n            float tmp_ci = tmp_cg[1];\n           
      float tmp_cj = tmp_ch + tmp_ci;\n            float tmp_ck = tmp_cg[0];\n           
      float tmp_cl = tmp_cj + tmp_ck;\n            float tmp_cn = pow(tmp_cl, (float)0.5);\n           
      float tmp_co = (float)1 / tmp_cn;\n            float3 tmp_cp = float3(tmp_co,
      tmp_co, tmp_co);\n            float3 tmp_cq = tmp_ce * tmp_cp;\n           
      float tmp_cr = Rand(attributes.seed);\n            float tmp_ct = tmp_cr *
      (float)6;\n            float3 tmp_cu = float3(tmp_ct, tmp_ct, tmp_ct);\n           
      float3 tmp_cv = tmp_cq * tmp_cu;\n            float3 tmp_cw = tmp_cv - ArcTorus_center_a;\n           
      float3 tmp_cx = uniform_h * tmp_cw;\n            float tmp_cy = tmp_cx[2];\n           
      float tmp_cz = tmp_cx[1];\n            float tmp_da = tmp_cy + tmp_cz;\n           
      float tmp_db = tmp_cx[0];\n            float tmp_dc = tmp_da + tmp_db;\n           
      float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n            float3 tmp_de
      = uniform_h * tmp_dd;\n            float3 tmp_df = ArcTorus_center_a + tmp_de;\n           
      float3 tmp_dg = tmp_cv - tmp_df;\n            float tmp_dh = Rand(attributes.seed);\n           
      float tmp_dj = tmp_dh * (float)0.200000003;\n            float tmp_dk = cos(tmp_dj);\n           
      float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n            float3 tmp_dm
      = tmp_dg * tmp_dl;\n            float3 tmp_dn = tmp_df + tmp_dm;\n           
      float tmp_do = tmp_dg[1];\n            float tmp_dp = tmp_do * uniform_l;\n           
      float tmp_dq = tmp_dg[2];\n            float tmp_dr = tmp_dq * uniform_m;\n           
      float tmp_ds = tmp_dp - tmp_dr;\n            float tmp_dt = tmp_dq * uniform_n;\n           
      float tmp_du = tmp_dg[0];\n            float tmp_dv = tmp_du * uniform_l;\n           
      float tmp_dw = tmp_dt - tmp_dv;\n            float tmp_dx = tmp_du * uniform_m;\n           
      float tmp_dy = tmp_do * uniform_n;\n            float tmp_dz = tmp_dx - tmp_dy;\n           
      float3 tmp_ea = float3(tmp_ds, tmp_dw, tmp_dz);\n            float tmp_eb =
      sin(tmp_dj);\n            float3 tmp_ec = float3(tmp_eb, tmp_eb, tmp_eb);\n           
      float3 tmp_ed = tmp_ea * tmp_ec;\n            float3 tmp_ee = tmp_dn + tmp_ed;\n           
      float3 tmp_ef = mul(uniform_p, float4(attributes.position, 1.0)).xyz;\n           
      float3 tmp_eh = tmp_ef * float3(0, 0, 32);\n            float3 tmp_ei = mul((float3x3)uniform_o,
      tmp_eh);\n            float3 tmp_ej = tmp_ee + tmp_ei;\n            float tmp_ek
      = atan2(tmp_bu, tmp_bx);\n            float tmp_el = tmp_ek + uniform_g;\n           
      float tmp_en = tmp_el / (float)6.28318548;\n            float tmp_eo = frac(tmp_en);\n           
      float tmp_ep = tmp_eo * (float)6.28318548;\n            float tmp_eq = tmp_ep
      / (float)6.28318548;\n            float tmp_er = SampleCurve(uniform_q,tmp_eq);\n           
      float3 tmp_es = float3(tmp_er, tmp_er, tmp_er);\n            float3 tmp_et
      = tmp_ej * tmp_es;\n            float tmp_ev = Rand(attributes.seed);\n           
      float tmp_ex = tmp_ev * (float)1.20000005;\n            float tmp_ey = (float)0.800000012
      + tmp_ex;\n            float3 tmp_ez = float3(tmp_ey, tmp_ey, tmp_ey);\n           
      float3 tmp_fa = tmp_et * tmp_ez;\n            SetAttribute_E629755( /*inout
      */attributes.velocity, tmp_fa);\n        }\n        {\n            SetAttribute_A7C1C832(
      /*inout */attributes.mass,  /*inout */attributes.seed, (float)0.600000024,
      (float)1.20000005);\n        }\n        {\n            uint tmp_br = attributes.particleId
      ^ asuint(uniform_r);\n            float tmp_bs = FixedRand(tmp_br);\n           
      float tmp_bu = attributes.position[1];\n            float tmp_bw = max(tmp_bu,
      (float)0.200000003);\n            float tmp_by = min(tmp_bw, (float)0.800000012);\n           
      float tmp_bz = tmp_by - (float)0.200000003;\n            float tmp_cb = tmp_bz
      / (float)0.600000024;\n            float tmp_cd = tmp_cb * (float)-0.140000001;\n           
      float tmp_ce = (float)0.150000006 + tmp_cd;\n            bool tmp_cf = tmp_bs
      < tmp_ce;\n            float tmp_ci = max(tmp_cb, (float)0);\n            float
      tmp_ck = min(tmp_ci, (float)1);\n            float tmp_cm = tmp_ck * (float)-1.5;\n           
      float tmp_cn = (float)2.5 + tmp_cm;\n            uint tmp_cp = attributes.particleId
      ^ asuint(uniform_s);\n            float tmp_cq = FixedRand(tmp_cp);\n           
      float tmp_cr = tmp_cq * (float)0.899999976;\n            float tmp_cs = (float)0.899999976
      + tmp_cr;\n            float tmp_ct = tmp_cn * tmp_cs;\n            float tmp_cw
      = tmp_cq * (float)0.49999997;\n            float tmp_cx = (float)0.400000006
      + tmp_cw;\n            float tmp_cy = tmp_cf ? tmp_ct : tmp_cx;\n           
      SetAttribute_F0142CB9( /*inout */attributes.lifetime, tmp_cy);\n        }\n       
      \n\n\t\t\n#if VFX_USE_ALIVE_CURRENT\n        if (attributes.alive)\n#endif      
      \n        {\n#if USE_DEAD_LIST\n\t        uint deadIndex = deadListIn.DecrementCounter();\n           
      uint index = deadListIn[deadIndex];\n#else\n            uint index = particleIndex;\n#endif\n           
      attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(attributes.position));\n           
      attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(attributes.seed));\n           
      attributeBuffer.Store3((index * 0x4 + 0xDBCC0) << 2,asuint(attributes.color));\n           
      attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(attributes.velocity));\n           
      attributeBuffer.Store((index * 0x1 + 0x13D7C0) << 2,asuint(attributes.mass));\n           
      attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,asuint(attributes.lifetime));\n           
      attributeBuffer.Store((index * 0x4 + 0xDBCC3) << 2,asuint(attributes.particleId));\n           
      attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(attributes.age));\n           
      attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(attributes.alive));\n           
      \n\n        }\n    }\n}\n"
  - compute: 1
    name: '[System 1]Update Particle'
    source: "#pragma kernel CSMain\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_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_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_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n   
      float4x4 InvFieldTransform_a;\n    float4x4 FieldTransform_a;\n    float4x4
      uniform_e;\n    float3 Sphere_center_e;\n    float deltaTime_a;\nCBUFFER_END\n\nstruct
      Attributes\n{\n    float3 position;\n    uint seed;\n    float3 velocity;\n   
      float mass;\n    float lifetime;\n    float age;\n    bool alive;\n};\n\nstruct
      SourceAttributes\n{\n};\n\n\n\n\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
      && !HAS_STRIPS)\n\nRWByteAddressBuffer attributeBuffer;\n\n#if USE_DEAD_LIST\nRWStructuredBuffer<uint>
      deadListOut;\n#endif\n\n#if VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint>
      indirectBuffer;\n#endif\n\n#if HAS_STRIPS\nRWBuffer<uint> stripDataBuffer;\n#endif\n\n#if
      VFX_USE_STRIPALIVE_CURRENT\nBuffer<uint> attachedStripDataBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n   
      uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\n\nvoid
      Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
      InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
      frequency, float roughness, float lacunarity, int octaves, 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 Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n   
      velocity += Force * deltaTime;\n}\nvoid Drag_0(inout float3 velocity, float
      mass, float dragCoefficient, float deltaTime) /*UseParticleSize:False */\n{\n   
      velocity *= max(0.0,(1.0 - (dragCoefficient * deltaTime) / mass));\n}\nvoid
      CollisionPlane_1(inout float3 position, inout float3 velocity, inout float
      age, float lifetime, inout uint seed, float3 Plane_position, float3 Plane_normal,
      float Bounce, float Friction, float LifetimeLoss, float Roughness, float deltaTime,
      float colliderSign, float radius, float4 plane) /*mode:Solid radiusMode:None
      roughSurface:True */\n{\n    \n    float3 nextPos = position + velocity * deltaTime;\n   
      float3 n = plane.xyz; // plane.xyz is already multiplied by collider sign\n   
      float w = plane.w;\n    float distToPlane = dot(nextPos, n) - w - radius;\n   
      if (distToPlane < 0.0f)\n    {\n        position -= n * distToPlane;\n    \n       
      float3 randomNormal = normalize(RAND3 * 2.0f - 1.0f);\n        randomNormal
      = (dot(randomNormal, n) < 0.0f) ? -randomNormal : randomNormal;    // random
      normal on hemisphere, relative to the normal\n        n = normalize(lerp(n,
      randomNormal, Roughness));\n    \n        float projVelocity = dot(n, velocity);\n   
      \n        float3 normalVelocity = projVelocity * n;\n        float3 tangentVelocity
      = velocity - normalVelocity;\n    \n        if (projVelocity < 0)\n           
      velocity -= ((1 + Bounce) * projVelocity) * n;\n        velocity -= Friction
      * tangentVelocity;\n    \n        age += (LifetimeLoss * lifetime);\n    \n   
      }\n}\nvoid CollisionSphere_0(inout float3 position, inout float3 velocity,
      inout float age, float lifetime, float3 Sphere_center, float Sphere_radius,
      float Bounce, float Friction, float LifetimeLoss, float deltaTime, float colliderSign,
      float radius) /*mode:Solid radiusMode:None roughSurface:False */\n{\n    \n   
      float3 nextPos = position + velocity * deltaTime;\n    float3 dir = nextPos
      - Sphere_center;\n    float sqrLength = dot(dir, dir);\n    float totalRadius
      = Sphere_radius + colliderSign * radius;\n    if (colliderSign * sqrLength
      <= colliderSign * totalRadius * totalRadius)\n    {\n        float dist = sqrt(sqrLength);\n       
      float3 n = colliderSign * dir / dist;\n        position -= n * (dist - totalRadius)
      * colliderSign;\n    \n        float projVelocity = dot(n, velocity);\n   
      \n        float3 normalVelocity = projVelocity * n;\n        float3 tangentVelocity
      = velocity - normalVelocity;\n    \n        if (projVelocity < 0)\n           
      velocity -= ((1 + Bounce) * projVelocity) * n;\n        velocity -= Friction
      * tangentVelocity;\n    \n        age += (LifetimeLoss * lifetime);\n    \n   
      }\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
      CSMain(uint3 groupId          : SV_GroupID,\n            uint3 groupThreadId   
      : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
      + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif
      (id < nbMax)\n\t{\n        Attributes attributes = (Attributes)0;\n\t\tSourceAttributes
      sourceAttributes = (SourceAttributes)0;\n\n#if VFX_USE_ALIVE_CURRENT\n\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\n\n\t\tif (attributes.alive)\n\t\t{\n\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tattributes.seed
      = (attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tattributes.mass
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\n\n\n//
      Initialize built-in needed attributes\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\tattributes.oldPosition
      = attributes.position;\n#endif\n#if HAS_STRIPS\n            const StripData
      stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\n           
      InitStripAttributes(index, attributes, stripData);\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t   
      float tmp_be = attributes.age / attributes.lifetime;\n\t\t\t    float tmp_bf
      = (float)1 - tmp_be;\n\t\t\t    float tmp_bg = attributes.position[1];\n\t\t\t   
      float tmp_bi = max(tmp_bg, (float)0.200000003);\n\t\t\t    float tmp_bk = min(tmp_bi,
      (float)0.800000012);\n\t\t\t    float tmp_bl = tmp_bk - (float)0.200000003;\n\t\t\t   
      float tmp_bn = tmp_bl / (float)0.600000024;\n\t\t\t    float tmp_bp = tmp_bn
      * (float)20;\n\t\t\t    float tmp_bq = tmp_bf * tmp_bp;\n\t\t\t    Turbulence_18D(attributes.position, 
      /*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
      tmp_bq, (float)1, (float)1.5, (float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t   
      float tmp_be = attributes.position[1];\n\t\t\t    bool tmp_bg = tmp_be > (float)0.0199999996;\n\t\t\t   
      float tmp_bi = tmp_bg ? (float)-9.81000042 : (float)0;\n\t\t\t    float3 tmp_bj
      = float3((float)0, tmp_bi, (float)0);\n\t\t\t    float3 tmp_bk = mul((float3x3)uniform_e,
      tmp_bj);\n\t\t\t    Gravity( /*inout */attributes.velocity, tmp_bk, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t   
      Drag_0( /*inout */attributes.velocity, attributes.mass, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t   
      CollisionPlane_1( /*inout */attributes.position,  /*inout */attributes.velocity, 
      /*inout */attributes.age, attributes.lifetime,  /*inout */attributes.seed,
      float3(0, 0, 0), float3(0, 1, 0), (float)0.5, (float)0, (float)0, (float)0.0798069537,
      deltaTime_a, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t   
      CollisionSphere_0( /*inout */attributes.position,  /*inout */attributes.velocity, 
      /*inout */attributes.age, attributes.lifetime, Sphere_center_e, (float)0.959999979,
      (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\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\n\n\t\t\tif (attributes.alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
      * 0x8 + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
      * 0x1 + 0xC3600) << 2,asuint(attributes.seed));\n\t\t\t\tattributeBuffer.Store3((index
      * 0x8 + 0x4) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x3) << 2,asuint(attributes.age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n               
      uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
      = index;\n#endif\n\n#if HAS_STRIPS\t\t\t\n\t\t\t\tuint relativeIndexInStrip
      = GetRelativeIndex(index, stripData);\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
      stripData.stripIndex), relativeIndexInStrip);\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
      stripData.stripIndex), relativeIndexInStrip);\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
      * 0x8 + 0x7) << 2,uint(attributes.alive));\n\t\t\t\t\n\n#if USE_DEAD_LIST &&
      !VFX_USE_STRIPALIVE_CURRENT\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
      = index;\n#endif\n\t\t\t}\n\t\t}\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\n       
      else if (attributes.stripAlive)\n        {\n            if (STRIP_DATA_X(attachedStripDataBuffer,
      STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
      the particle \n            {\n                uint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
      = index;\n                attributes.stripAlive = false;\n                \n           
      }            \n        }\n#endif\n#else\n\t\tattributes.position = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x0) << 2));\n\t\tattributes.seed = (attributeBuffer.Load((index *
      0x1 + 0xC3600) << 2));\n\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x4) << 2));\n\t\tattributes.mass = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x13D7C0) << 2));\n\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x155E80) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\tattributes.alive = (attributeBuffer.Load((index *
      0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\tattributes.oldPosition
      = attributes.position;\n#endif\n#if HAS_STRIPS\n        const StripData stripData
      = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\n       
      InitStripAttributes(index, attributes, stripData);\n#endif\n\t\t\n\t\t{\n\t\t   
      float tmp_be = attributes.age / attributes.lifetime;\n\t\t    float tmp_bf
      = (float)1 - tmp_be;\n\t\t    float tmp_bg = attributes.position[1];\n\t\t   
      float tmp_bi = max(tmp_bg, (float)0.200000003);\n\t\t    float tmp_bk = min(tmp_bi,
      (float)0.800000012);\n\t\t    float tmp_bl = tmp_bk - (float)0.200000003;\n\t\t   
      float tmp_bn = tmp_bl / (float)0.600000024;\n\t\t    float tmp_bp = tmp_bn
      * (float)20;\n\t\t    float tmp_bq = tmp_bf * tmp_bp;\n\t\t    Turbulence_18D(attributes.position, 
      /*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
      tmp_bq, (float)1, (float)1.5, (float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t   
      float tmp_be = attributes.position[1];\n\t\t    bool tmp_bg = tmp_be > (float)0.0199999996;\n\t\t   
      float tmp_bi = tmp_bg ? (float)-9.81000042 : (float)0;\n\t\t    float3 tmp_bj
      = float3((float)0, tmp_bi, (float)0);\n\t\t    float3 tmp_bk = mul((float3x3)uniform_e,
      tmp_bj);\n\t\t    Gravity( /*inout */attributes.velocity, tmp_bk, deltaTime_a);\n\t\t}\n\t\t{\n\t\t   
      Drag_0( /*inout */attributes.velocity, attributes.mass, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t   
      CollisionPlane_1( /*inout */attributes.position,  /*inout */attributes.velocity, 
      /*inout */attributes.age, attributes.lifetime,  /*inout */attributes.seed,
      float3(0, 0, 0), float3(0, 1, 0), (float)0.5, (float)0, (float)0, (float)0.0798069537,
      deltaTime_a, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t}\n\t\t{\n\t\t   
      CollisionSphere_0( /*inout */attributes.position,  /*inout */attributes.velocity, 
      /*inout */attributes.age, attributes.lifetime, Sphere_center_e, (float)0.959999979,
      (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\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\n\t\tattributeBuffer.Store3((index * 0x8
      + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
      * 0x1 + 0xC3600) << 2,asuint(attributes.seed));\n\t\tattributeBuffer.Store3((index
      * 0x8 + 0x4) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x3) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
      * 0x8 + 0x7) << 2,uint(attributes.alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n       
      uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
      = index;\n#endif\n#endif\n\t}\n}\n"
  - compute: 0
    name: '[System 1]Output Particle Quad'
    source: "Shader \"Hidden/VFX/Portal_red/System 1/Output Particle Quad\"\n{\n\tSubShader\n\t{\t\n\t\tCull
      Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\"
      \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
      SrcAlpha One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
      NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
      (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
      (2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
      1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
      1\n\t\t#define VFX_USE_PARTICLEID_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_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
      1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
      1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
      1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
      1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
      VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
      VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
      VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
      VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t   
      float4 Scale_b;\n\t\t    float4 Alpha_d;\n\t\t    float Alpha_e;\n\t\t    float
      gradient_f;\n\t\t    uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t   
      float3 position;\n\t\t    float3 color;\n\t\t    float3 velocity;\n\t\t   
      float lifetime;\n\t\t    uint particleId;\n\t\t    float age;\n\t\t    float
      alpha;\n\t\t    bool alive;\n\t\t    float3 axisX;\n\t\t    float3 axisY;\n\t\t   
      float3 axisZ;\n\t\t    float angleX;\n\t\t    float angleY;\n\t\t    float
      angleZ;\n\t\t    float pivotX;\n\t\t    float pivotY;\n\t\t    float pivotZ;\n\t\t   
      float size;\n\t\t    float scaleX;\n\t\t    float scaleY;\n\t\t    float scaleZ;\n\t\t};\n\t\t\n\t\tstruct
      SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D mainTexture;\n\t\tSamplerState
      samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\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\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_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
      uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
      || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
      blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
      builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
      x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
      float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
      TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t   
      \n\t\t\t    #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t    float3 posWS : TEXCOORD5;\n\t\t\t   
      #endif\n\t\t\t    \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
      VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
      VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
      builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
      VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
      uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
      posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
      VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
      cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#else\n\t\t\t\n\t\t\t#endif\n\t\t\t#if
      !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
      VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
      SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
      Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t    scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
      AttributeFromCurve_57216CF6(inout float scaleY, float3 velocity, float4 Scale,
      float2 SpeedRange) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
      SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t   
      float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t   
      float value = 0.0f;\n\t\t\t    value = SampleCurve(Scale, t);\n\t\t\t    scaleY
      = value.x;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout float3
      axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
      axes:ZY */\n\t\t\t{\n\t\t\t    \n\t\t\t    axisY = normalize(velocity);\n\t\t\t   
      axisZ = position - GetViewVFXPosition();\n\t\t\t    axisX = normalize(cross(axisY,axisZ));\n\t\t\t   
      axisZ = cross(axisX,axisY);\n\t\t\t    \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_3FAB855(inout
      float alpha, uint particleId, float4 Alpha, uint Seed) /*attribute:alpha Composition:Overwrite
      AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
      ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t    float t = FIXED_RAND(Seed);\n\t\t\t   
      float value = 0.0f;\n\t\t\t    value = SampleCurve(Alpha, t);\n\t\t\t    alpha
      = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout float alpha, float
      Alpha) /*attribute:alpha Composition:Multiply Source:Slot Random:Off channels:XYZ
      */\n\t\t\t{\n\t\t\t    alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float
      age, float lifetime, inout float3 color, inout float alpha, float gradient)
      /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t   
      \n\t\t\t    float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t   
      color *= sampledColor.rgb;\n\t\t\t    alpha *= sampledColor.a;\n\t\t\t    \n\t\t\t}\n\t\t\tvoid
      SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
      float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
      channels:XYZ */\n\t\t\t{\n\t\t\t    pivotX = Pivot.x;\n\t\t\t    pivotY = Pivot.y;\n\t\t\t   
      pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position, inout float
      alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t   
      \n\t\t\t    float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t    float
      clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t    float minSize
      = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
      * _ScreenParams.y)); // max size in one pixel\n\t\t\t    float2 clampedSize
      = max(localSize,minSize);\n\t\t\t    float fade = (localSize.x * localSize.y)
      / (clampedSize.x * clampedSize.y);\n\t\t\t    alpha *= fade;\n\t\t\t    localSize
      = clampedSize;\n\t\t\t    scaleX = localSize.x / size;\n\t\t\t    scaleY =
      localSize.y / size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS)
      && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined
      when HAS_STRIPS is.\n\t\t\t#endif\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#if
      HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
      index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
      attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
      currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
      prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
      prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
      = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
      nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
      - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
      + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
      - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
      nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\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#if
      VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
      HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
      vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
      stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
      currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
      of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
      + 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(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
      index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
      VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
      * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
      USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
      (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
      // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
      attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
      = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
      = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
      * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tattributes.axisX
      = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
      = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
      = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
      = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
      = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
      = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
      = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
      = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
      = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
      = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
      = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
      = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
      = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
      Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
      attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t   
      SetAttribute_D5151644( /*inout */attributes.scaleX, (float)0.00249999994);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t   
      AttributeFromCurve_57216CF6( /*inout */attributes.scaleY, attributes.velocity,
      Scale_b, float2(0, 0.25));\n\t\t\t\t}\n\t\t\t\tOrient_94A( /*inout */attributes.axisX, 
      /*inout */attributes.axisY,  /*inout */attributes.axisZ, attributes.position,
      attributes.velocity);\n\t\t\t\t{\n\t\t\t\t    AttributeFromCurve_3FAB855( /*inout
      */attributes.alpha, attributes.particleId, Alpha_d, (uint)0);\n\t\t\t\t}\n\t\t\t\tSetAttribute_C7757136(
      /*inout */attributes.alpha, Alpha_e);\n\t\t\t\tColorOverLife_733E3(attributes.age,
      attributes.lifetime,  /*inout */attributes.color,  /*inout */attributes.alpha,
      gradient_f);\n\t\t\t\t{\n\t\t\t\t    SetAttribute_65DEC940( /*inout */attributes.pivotX, 
      /*inout */attributes.pivotY,  /*inout */attributes.pivotZ, float3(0, 0.579999983,
      0));\n\t\t\t\t}\n\t\t\t\tSubpixelAA(attributes.position,  /*inout */attributes.alpha,
      attributes.size,  /*inout */attributes.scaleX,  /*inout */attributes.scaleY);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
      !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
      VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
      = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
      = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t    o.VFX_VARYING_UV.x =
      texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
      >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
      VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
      o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
      their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
      currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
      = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
      = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
      = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
      = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
      float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
      VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
      \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
      float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
      vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
      + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
      float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
      = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
      & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
      size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
      VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
      VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
      VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
      HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
      Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
      float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
      inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
      1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t   
      \n\t\t\t    float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t   
      #ifdef VFX_VARYING_POSWS\n\t\t\t        o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t   
      #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
      VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
      < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
      VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
      VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
      BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
      1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
      = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
      previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
      float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
      itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
      (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
      itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
      read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
      = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
      previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
      = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
      (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
      oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
      = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
      = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
      = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
      && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
      VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
      = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
      && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
      = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
      !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
      = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
      * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
      uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
      = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
      && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
      = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
      = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t   
      \n\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\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
      VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#pragma
      fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t   
      #ifdef VFX_SHADERGRAPH\n\t\t\t        \n\t\t\t        \n\t\t\t        \n\t\t\t       
      \n\t\t\t        float alpha = OUTSG.;\n\t\t\t    #else\n\t\t\t        float
      alpha = VFXGetFragmentColor(i).a;\n\t\t\t        alpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t   
      #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH
      == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity =
      (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
      UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
      encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
      0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif
      VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
      _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
      (float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined \n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t//
      Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"
      }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile_fog\n\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_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
      uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\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_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
      x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
      z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
      float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
      x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
      float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
      posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
      cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
      SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
      SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t       
      \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
      ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
      outMotionVector : SV_Target1;\n\t\t#endif\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#define
      VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
      builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\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.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define
      VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
      cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define
      VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define
      VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
      && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
      and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/Universal/VFXCommon.hlsl\"\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
      SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
      Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t    scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
      AttributeFromCurve_57216CF6(inout float scaleY, float3 velocity, float4 Scale,
      float2 SpeedRange) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
      SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t   
      float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t   
      float value = 0.0f;\n\t\t\t    value = SampleCurve(Scale, t);\n\t\t\t    scaleY
      = value.x;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout float3
      axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
      axes:ZY */\n\t\t\t{\n\t\t\t    \n\t\t\t    axisY = normalize(velocity);\n\t\t\t   
      axisZ = position - GetViewVFXPosition();\n\t\t\t    axisX = normalize(cross(axisY,axisZ));\n\t\t\t   
      axisZ = cross(axisX,axisY);\n\t\t\t    \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_3FAB855(inout
      float alpha, uint particleId, float4 Alpha, uint Seed) /*attribute:alpha Composition:Overwrite
      AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
      ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t    float t = FIXED_RAND(Seed);\n\t\t\t   
      float value = 0.0f;\n\t\t\t    value = SampleCurve(Alpha, t);\n\t\t\t    alpha
      = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout float alpha, float
      Alpha) /*attribute:alpha Composition:Multiply Source:Slot Random:Off channels:XYZ
      */\n\t\t\t{\n\t\t\t    alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float
      age, float lifetime, inout float3 color, inout float alpha, float gradient)
      /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t   
      \n\t\t\t    float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t   
      color *= sampledColor.rgb;\n\t\t\t    alpha *= sampledColor.a;\n\t\t\t    \n\t\t\t}\n\t\t\tvoid
      SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
      float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
      channels:XYZ */\n\t\t\t{\n\t\t\t    pivotX = Pivot.x;\n\t\t\t    pivotY = Pivot.y;\n\t\t\t   
      pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position, inout float
      alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t   
      \n\t\t\t    float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t    float
      clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t    float minSize
      = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
      * _ScreenParams.y)); // max size in one pixel\n\t\t\t    float2 clampedSize
      = max(localSize,minSize);\n\t\t\t    float fade = (localSize.x * localSize.y)
      / (clampedSize.x * clampedSize.y);\n\t\t\t    alpha *= fade;\n\t\t\t    localSize
      = clampedSize;\n\t\t\t    scaleX = localSize.x / size;\n\t\t\t    scaleY =
      localSize.y / size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS)
      && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined
      when HAS_STRIPS is.\n\t\t\t#endif\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#if
      HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
      index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
      attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
      currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
      prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
      prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
      = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
      nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
      - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
      + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
      - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
      nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\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#if
      VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
      HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
      vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
      stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
      currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
      of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
      + 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(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
      index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
      VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
      * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
      USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
      (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
      // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
      attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
      = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
      = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
      * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
      * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
      * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
      * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
      * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tattributes.axisX
      = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
      = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
      = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
      = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
      = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
      = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
      = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
      = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
      = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity
      = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime
      = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tattributes.particleId
      = (attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.age
      = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha
      = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
      = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
      = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
      = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
      = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
      = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
      = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
      Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
      attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t   
      SetAttribute_D5151644( /*inout */attributes.scaleX, (float)0.00249999994);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t   
      AttributeFromCurve_57216CF6( /*inout */attributes.scaleY, attributes.velocity,
      Scale_b, float2(0, 0.25));\n\t\t\t\t}\n\t\t\t\tOrient_94A( /*inout */attributes.axisX, 
      /*inout */attributes.axisY,  /*inout */attributes.axisZ, attributes.position,
      attributes.velocity);\n\t\t\t\t{\n\t\t\t\t    AttributeFromCurve_3FAB855( /*inout
      */attributes.alpha, attributes.particleId, Alpha_d, (uint)0);\n\t\t\t\t}\n\t\t\t\tSetAttribute_C7757136(
      /*inout */attributes.alpha, Alpha_e);\n\t\t\t\tColorOverLife_733E3(attributes.age,
      attributes.lifetime,  /*inout */attributes.color,  /*inout */attributes.alpha,
      gradient_f);\n\t\t\t\t{\n\t\t\t\t    SetAttribute_65DEC940( /*inout */attributes.pivotX, 
      /*inout */attributes.pivotY,  /*inout */attributes.pivotZ, float3(0, 0.579999983,
      0));\n\t\t\t\t}\n\t\t\t\tSubpixelAA(attributes.position,  /*inout */attributes.alpha,
      attributes.size,  /*inout */attributes.scaleX,  /*inout */attributes.scaleY);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if
      !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
      VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
      = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
      = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t    o.VFX_VARYING_UV.x =
      texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
      >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
      VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
      o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
      their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
      currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
      = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
      = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
      = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
      = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
      float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
      VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
      \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
      float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
      vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
      + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
      float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
      = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
      & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
      size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
      VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
      VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
      VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
      HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
      Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
      float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
      inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
      1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t   
      \n\t\t\t    float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t   
      #ifdef VFX_VARYING_POSWS\n\t\t\t        o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t   
      #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
      VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
      < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
      VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
      VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
      BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
      1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
      = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
      previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
      float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
      itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
      (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
      itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
      read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
      = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
      previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
      = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
      (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
      oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
      = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
      = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
      = attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
      && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
      VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
      = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
      && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
      = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
      !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
      = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
      * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
      defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
      USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
      uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
      = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
      && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
      = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
      = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t   
      \n\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\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
      \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if
      VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\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\t\t\t#ifdef
      VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
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      normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
      = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
      tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
      defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
      bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
      = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
      = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
      *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
      = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
      USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
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      = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if
      VFX_SHADERGRAPH\n\t\t        \n\t\t        \n\t\t        \n\t\t        \n\t\t       
      #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t            o.color.rgb = OUTSG..rgb;\n\t\t       
      #endif\n\t\t        \n\t\t        #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t           
      o.color.a = OUTSG.;\n\t\t        #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define
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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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