Added Dohya
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using UnityEngine;
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namespace VLB
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{
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public static class Consts
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{
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public const string PluginFolder = "Plugins/VolumetricLightBeam";
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public static class Help
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{
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const string UrlBase = "http://saladgamer.com/vlb-doc/";
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const string UrlSuffix = ".html";
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public const string UrlBeam = UrlBase + "comp-lightbeam" + UrlSuffix;
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public const string UrlDustParticles = UrlBase + "comp-dustparticles" + UrlSuffix;
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public const string UrlDynamicOcclusionRaycasting = UrlBase + "comp-dynocclusion-raycasting" + UrlSuffix;
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public const string UrlDynamicOcclusionDepthBuffer = UrlBase + "comp-dynocclusion-depthbuffer" + UrlSuffix;
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public const string UrlTriggerZone = UrlBase + "comp-triggerzone" + UrlSuffix;
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public const string UrlSkewingHandle = UrlBase + "comp-skewinghandle" + UrlSuffix;
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public const string UrlEffectFlicker = UrlBase + "comp-effect-flicker" + UrlSuffix;
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public const string UrlEffectPulse = UrlBase + "comp-effect-pulse" + UrlSuffix;
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public const string UrlConfig = UrlBase + "config" + UrlSuffix;
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}
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public static class Internal
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{
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public static readonly bool ProceduralObjectsVisibleInEditor = true;
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public static HideFlags ProceduralObjectsHideFlags { get { return ProceduralObjectsVisibleInEditor ? (HideFlags.NotEditable | HideFlags.DontSave) : (HideFlags.HideAndDontSave); } }
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}
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public static class Beam
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{
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public static readonly Color FlatColor = Color.white;
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public const ColorMode ColorModeDefault = ColorMode.Flat;
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public const float IntensityDefault = 1f;
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public const float IntensityMin = 0f;
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public const float SpotAngleDefault = 35f;
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public const float SpotAngleMin = 0.1f;
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public const float SpotAngleMax = 179.9f;
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public const float ConeRadiusStart = 0.1f;
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public const MeshType GeomMeshType = MeshType.Shared;
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public const int GeomSidesDefault = 18;
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public const int GeomSidesMin = 3;
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public const int GeomSidesMax = 256;
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public const int GeomSegmentsDefault = 5;
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public const int GeomSegmentsMin = 0;
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public const int GeomSegmentsMax = 64;
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public const bool GeomCap = false;
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public const AttenuationEquation AttenuationEquationDefault = AttenuationEquation.Quadratic;
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public const float AttenuationCustomBlending = 0.5f;
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public const float FallOffStart = 0f;
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public const float FallOffEnd = 3f;
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public const float FallOffDistancesMinThreshold = 0.01f;
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public const float DepthBlendDistance = 2f;
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public const float CameraClippingDistance = 0.5f;
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public const float FresnelPowMaxValue = 10f;
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public const float FresnelPow = 8f;
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public const float GlareFrontal = 0.5f;
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public const float GlareBehind = 0.5f;
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public const NoiseMode NoiseModeDefault = NoiseMode.Disabled;
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public const float NoiseIntensityMin = 0.0f;
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public const float NoiseIntensityMax = 1.0f;
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public const float NoiseIntensityDefault = 0.5f;
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public const float NoiseScaleMin = 0.01f;
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public const float NoiseScaleMax = 2f;
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public const float NoiseScaleDefault = 0.5f;
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public static readonly Vector3 NoiseVelocityDefault = new Vector3(0.07f, 0.18f, 0.05f);
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public const BlendingMode BlendingModeDefault = BlendingMode.Additive;
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public const ShaderAccuracy ShaderAccuracyDefault = ShaderAccuracy.Fast;
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public const float FadeOutBeginDefault = -150;
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public const float FadeOutEndDefault = -200;
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public const Dimensions DimensionsDefault = Dimensions.Dim3D;
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public static readonly Vector2 TiltDefault = Vector2.zero;
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public static readonly Vector3 SkewingLocalForwardDirectionDefault = Vector3.forward;
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public const Transform ClippingPlaneTransformDefault = null;
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}
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public static class DustParticles
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{
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public const float AlphaDefault = 0.5f;
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public const float SizeDefault = 0.01f;
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public const ParticlesDirection DirectionDefault = ParticlesDirection.Random;
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public static readonly Vector3 VelocityDefault = new Vector3(0.0f, 0.0f, 0.03f);
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public const float DensityDefault = 5f;
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public const float DensityMin = 0f;
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public const float DensityMax = 1000f;
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public static readonly MinMaxRangeFloat SpawnDistanceRangeDefault = new MinMaxRangeFloat(0.0f, 0.7f);
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public const bool CullingEnabledDefault = false;
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public const float CullingMaxDistanceDefault = 10f;
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public const float CullingMaxDistanceMin = 1f;
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}
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public static class DynOcclusion
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{
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public static readonly LayerMask LayerMaskDefault = 1; // Default layer
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public const float FadeDistanceToSurfaceDefault = 0.25f;
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public const DynamicOcclusionUpdateRate UpdateRateDefault = DynamicOcclusionUpdateRate.EveryXFrames;
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public const int WaitFramesCountDefault = 3;
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public const Dimensions RaycastingDimensionsDefault = Dimensions.Dim3D;
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public const bool RaycastingConsiderTriggersDefault = false;
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public const float RaycastingMinOccluderAreaDefault = 0.0f;
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public const float RaycastingMinSurfaceRatioDefault = 0.5f;
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public const float RaycastingMinSurfaceRatioMin = 50f;
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public const float RaycastingMinSurfaceRatioMax = 100f;
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public const float RaycastingMaxSurfaceDotDefault = 0.25f; // around 75 degrees
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public const float RaycastingMaxSurfaceAngleMin = 45f;
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public const float RaycastingMaxSurfaceAngleMax = 90f;
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public const PlaneAlignment RaycastingPlaneAlignmentDefault = PlaneAlignment.Surface;
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public const float RaycastingPlaneOffsetDefault = 0.1f;
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public const int DepthBufferDepthMapResolutionDefault = 32;
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public const bool DepthBufferOcclusionCullingDefault = true;
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}
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public static class Effects
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{
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public const EffectAbstractBase.ComponentsToChange ComponentsToChangeDefault = (EffectAbstractBase.ComponentsToChange)int.MaxValue;
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public const bool RestoreBaseIntensityDefault = true;
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public const float FrequencyDefault = 10.0f;
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public const bool PerformPausesDefault = false;
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public static readonly MinMaxRangeFloat FlickeringDurationDefault = new MinMaxRangeFloat(1.0f, 4.0f);
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public static readonly MinMaxRangeFloat PauseDurationDefault = new MinMaxRangeFloat(0.0f, 1.0f);
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public static readonly MinMaxRangeFloat IntensityAmplitudeDefault = new MinMaxRangeFloat(-1.0f, 1.0f);
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public const float SmoothingDefault = 0.05f;
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}
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public static class Config
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{
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public const bool GeometryOverrideLayerDefault = true;
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public const int GeometryLayerIDDefault = 1;
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public const string GeometryTagDefault = "Untagged";
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public const string FadeOutCameraTagDefault = "MainCamera";
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public const RenderQueue GeometryRenderQueueDefault = RenderQueue.Transparent;
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public const RenderPipeline GeometryRenderPipelineDefault = RenderPipeline.BuiltIn;
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public const RenderingMode GeometryRenderingModeDefault = RenderingMode.SinglePass;
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public const int Noise3DSizeDefault = 64;
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public const int SharedMeshSides = 24;
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public const int SharedMeshSegments = 5;
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public const float DitheringFactor = 0.0f;
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public const bool FeatureEnabledDefault = true;
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public const FeatureEnabledColorGradient FeatureEnabledColorGradientDefault = FeatureEnabledColorGradient.HighOnly;
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}
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}
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}
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