Added Dohya

This commit is contained in:
2026-08-29 13:34:57 +03:00
parent f6a7547e84
commit 9f87122a34
1478 changed files with 963649 additions and 35753 deletions
@@ -0,0 +1,102 @@
Shader "Hidden/VLB_URP_SinglePass"
{
Properties
{
_ConeSlopeCosSin("Cone Slope Cos Sin", Vector) = (0,0,0,0)
_ConeRadius("Cone Radius", Vector) = (0,0,0,0)
_ConeApexOffsetZ("Cone Apex Offset Z", Float) = 0
_ColorFlat("Color", Color) = (1,1,1,1)
_AlphaInside("Alpha Inside", Range(0,1)) = 1
_AlphaOutside("Alpha Outside", Range(0,1)) = 1
_DistanceFallOff("Distance Fall Off", Vector) = (0,1,1,0)
_DistanceCamClipping("Camera Clipping Distance", Float) = 0.5
_FadeOutFactor("FadeOutFactor", Float) = 1
_AttenuationLerpLinearQuad("Lerp between attenuation linear and quad", Float) = 0.5
_DepthBlendDistance("Depth Blend Distance", Float) = 2
_FresnelPow("Fresnel Pow", Range(0,15)) = 1
_GlareFrontal("Glare Frontal", Range(0,1)) = 0.5
_GlareBehind("Glare from Behind", Range(0,1)) = 0.5
_DrawCap("Draw Cap", Float) = 1
_NoiseVelocityAndScale("Noise Velocity And Scale", Vector) = (0,0,0,0)
_NoiseParam("Noise Param", Vector) = (0,0,0,0)
_CameraParams("Camera Params", Vector) = (0,0,0,0)
_BlendSrcFactor("BlendSrcFactor", Int) = 1 // One
_BlendDstFactor("BlendDstFactor", Int) = 1 // One
_DynamicOcclusionClippingPlaneWS("Dynamic Occlusion Clipping Plane WS", Vector) = (0,0,0,0)
_DynamicOcclusionClippingPlaneProps("Dynamic Occlusion Clipping Plane Props", Float) = 0.25
_DynamicOcclusionDepthTexture("DynamicOcclusionDepthTexture", 2D) = "white" {}
_DynamicOcclusionDepthProps("DynamicOcclusionDepthProps", Float) = 0.25
_LocalForwardDirection("LocalForwardDirection", Vector) = (0,0,1)
_TiltVector("TiltVector", Vector) = (0,0,0,0)
_AdditionalClippingPlaneWS("AdditionalClippingPlaneWS", Vector) = (0,0,0,0)
}
Category
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
"IgnoreProjector" = "True"
"DisableBatching" = "True" // disable dynamic batching which doesn't work neither with multiple materials nor material property blocks
}
Blend[_BlendSrcFactor][_BlendDstFactor]
ZWrite Off
SubShader
{
Pass
{
Cull Front
HLSLPROGRAM
#if !defined(SHADER_API_METAL) // Removed shader model spec for Metal support https://github.com/keijiro/Cloner/commit/1120493ca2df265d450de3ec1b38a1d388468964
#pragma target 3.0
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile_local __ VLB_ALPHA_AS_BLACK
#pragma multi_compile_local __ VLB_NOISE_3D
#pragma multi_compile_local __ VLB_DEPTH_BLEND
#pragma multi_compile_local __ VLB_COLOR_GRADIENT_MATRIX_HIGH
#pragma multi_compile_local __ VLB_OCCLUSION_CLIPPING_PLANE VLB_OCCLUSION_DEPTH_TEXTURE
#pragma multi_compile_local __ VLB_MESH_SKEWING
#pragma multi_compile_local __ VLB_SHADER_ACCURACY_HIGH
#define VLB_PASS_OUTSIDEBEAM_FROM_VS_TO_FS 1
#define VLB_SRP_API 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderDefines.cginc"
#include "ShaderProperties.cginc"
#include "ShaderSpecificURP.cginc"
#include "VolumetricLightBeamShared.cginc"
v2f vert(vlb_appdata v) { return vertShared(v, v.texcoord.y); }
half4 frag(v2f i) : SV_Target { return fragShared(i, i.cameraPosObjectSpace_outsideBeam.w); }
ENDHLSL
}
}
}
}