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Updated Project to 2019.4.15f1 / 7.5.2
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peeweek committed Dec 15, 2020
1 parent 388557a commit 2868476
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Showing 34 changed files with 6,044 additions and 3,903 deletions.
932 changes: 540 additions & 392 deletions Assets/Samples/ARRadar/ARRadar.vfx

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941 changes: 415 additions & 526 deletions Assets/Samples/BonFire/VFX/BonFire.vfx

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230 changes: 98 additions & 132 deletions Assets/Samples/BonFire/VFX/Clouds.vfx

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386 changes: 197 additions & 189 deletions Assets/Samples/BonFire/VFX/FlyingLeaves.vfx

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959 changes: 702 additions & 257 deletions Assets/Samples/Butterflies/Butterflies.vfx

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288 changes: 183 additions & 105 deletions Assets/Samples/EllenHologram/EllenHologram.vfx

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615 changes: 367 additions & 248 deletions Assets/Samples/GenieMagicLamp/VFX/GenieFX.vfx

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228 changes: 129 additions & 99 deletions Assets/Samples/GenieMagicLamp/VFX/SandFX.vfx

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108 changes: 61 additions & 47 deletions Assets/Samples/GrassWind/Environment_GrassWind.vfx

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283 changes: 218 additions & 65 deletions Assets/Samples/GrassWind/Grass.vfx

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804 changes: 490 additions & 314 deletions Assets/Samples/MagicBook/VFX/Book.vfx

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288 changes: 206 additions & 82 deletions Assets/Samples/MagicBook/VFX/Chain.vfx

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109 changes: 62 additions & 47 deletions Assets/Samples/MagicBook/VFX/FireEmbers.vfx

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576 changes: 412 additions & 164 deletions Assets/Samples/MagicBook/VFX/FloatingRock.vfx

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57 changes: 32 additions & 25 deletions Assets/Samples/MagicBook/VFX/JacobsLadder.vfx
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Expand Up @@ -696,11 +696,12 @@ VisualEffectResource:
name: '[System 1]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_LIFETIME_CURRENT 1\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_SIZE_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
VFX_USE_LIFETIME_SOURCE 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_LIFETIME_CURRENT
1\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_SIZE_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_LOCAL_SPACE
1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
Attributes\n{\n float lifetime;\n float3 position;\n uint seed;\n
float3 direction;\n float size;\n float3 targetPosition;\n float age;\n
uint particleId;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n float
Expand Down Expand Up @@ -792,10 +793,10 @@ VisualEffectResource:
name: '[System 1]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_LIFETIME_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_PARTICLEID_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
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_PASSDEPTH_SHADOW (3)\n#define VFX_USE_LIFETIME_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_PARTICLEID_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_c;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float lifetime;\n float3 position;\n float3 targetPosition;\n float
age;\n uint particleId;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
Expand Down Expand Up @@ -926,12 +927,13 @@ VisualEffectResource:
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_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_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_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
(2)\n\t\t#define VFX_PASSDEPTH_SHADOW (3)\n\t\t#define VFX_USE_LIFETIME_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_PARTICLEID_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_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
float4 uniform_b;\n\t\t float3 uniform_a;\n\t\t float Color_e;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float lifetime;\n\t\t float3 position;\n\t\t
Expand Down Expand Up @@ -961,10 +963,11 @@ VisualEffectResource:
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
SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
|| VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\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
AttributeFromMap_6F69BFAC(inout float3 position, VFXSampler3D attributeMap,
float3 SamplePosition, float LOD, float3 valueBias, float3 valueScale) /*attribute:position
Expand Down Expand Up @@ -1091,7 +1094,8 @@ VisualEffectResource:
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
== VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t , out float4 outSelection : SV_Target0\n\t\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t , out float4 dummy : 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
Expand All @@ -1108,14 +1112,17 @@ VisualEffectResource:
= 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//
= (float4)0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW\n\t\t\t\t\t\t\tdummy
= (float4)0;\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
: SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t#ifdef SHADER_API_PSSL\n\t\t\t\t/*noperspective
(see case 1237742)*/ float pixelOffset : TEXCOORD0; // for AA\n\t\t#else\n\t\t\t\tnoperspective
float pixelOffset : TEXCOORD0; // for AA\n\t\t#endif\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
Expand Down
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