Squashed commit of the following:

commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
This commit is contained in:
2026-08-29 13:45:55 +03:00
parent 68e78fa464
commit ffa1064063
3344 changed files with 4722286 additions and 105458 deletions
@@ -0,0 +1,71 @@
// UNITY_SHADER_NO_UPGRADE
#ifndef _VLB_SHADER_DEFINES_INCLUDED_
#define _VLB_SHADER_DEFINES_INCLUDED_
/// ****************************************
/// GLOBAL DEFINES
/// ****************************************
#if UNITY_VERSION < 201810 // SRP support introduced in Unity 2018.1.0
#undef VLB_SRP_API
#endif
#if UNITY_VERSION >= 560 // Instancing API introduced in Unity 5.6
#define VLB_INSTANCING_API_AVAILABLE 1
#if defined(INSTANCING_ON)
#define VLB_GPU_INSTANCING 1
#endif
#endif
#if UNITY_VERSION >= 550 // Single Pass Instanced rendering introduced in Unity 5.5
#define VLB_STEREO_INSTANCING 1
#endif
#if VLB_SRP_API && VLB_INSTANCING_API_AVAILABLE && VLB_GPU_INSTANCING
// When using SRP API and GPU Instancing, the unity_WorldToObject and unity_ObjectToWorld matrices are not sent, so we have to manually send them
#define VLB_CUSTOM_INSTANCED_OBJECT_MATRICES 1
#endif
/// ****************************************
/// ****************************************
/// DEBUG
/// ****************************************
#define DEBUG_VALUE_DEPTHBUFFER 1
#define DEBUG_VALUE_DEPTHBLEND 2
#define DEBUG_VALUE_DEPTHSTEREOEYE 3
//#define DEBUG_DEPTH_MODE DEBUG_VALUE_DEPTHBUFFER
//#define DEBUG_SHOW_NOISE3D 1
//#define DEBUG_BLEND_INSIDE_OUTSIDE 1
#if DEBUG_DEPTH_MODE && !VLB_DEPTH_BLEND
#define VLB_DEPTH_BLEND 1
#endif
#if DEBUG_SHOW_NOISE3D && !VLB_NOISE_3D
#define VLB_NOISE_3D 1
#endif
/// ****************************************
/// ****************************************
/// OPTIM
/// ****************************************
/// compute most of the intensity in VS => huge perf improvements
#if !VLB_SHADER_ACCURACY_HIGH
#define OPTIM_VS 1
#endif
/// when OPTIM_VS is enabled, also compute fresnel in VS => better perf,
/// but require too much tessellation for the same quality
//#define OPTIM_VS_FRESNEL_VS 1
/// ****************************************
/// ****************************************
/// FIXES
/// ****************************************
#define FIX_DISABLE_DEPTH_BLEND_WITH_OBLIQUE_PROJ 1
/// ****************************************
#endif