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 +1,38 @@
// The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
// UNITY_SHADER_NO_UPGRADE
#ifndef _VLB_SHADER_MATHS_INCLUDED_
#define _VLB_SHADER_MATHS_INCLUDED_
inline float dot2(float2 v) { return dot(v,v); }
inline float lerpClamped(float a, float b, float t) { return lerp(a, b, saturate(t)); }
inline float invLerp(float a, float b, float t) { return (t - a) / (b - a); }
inline float invLerpClamped(float a, float b, float t) { return saturate(invLerp(a, b, t)); }
inline float fromABtoCD_Clamped(float valueAB, float A, float B, float C, float D) { return lerpClamped(C, D, invLerpClamped(A, B, valueAB)); }
// Returns 1.0 if a >= b, 0.0 otherwise
inline float isEqualOrGreater(float a, float b) { return step(b, a); }
// Get signed distance of pos from the plane (normal ; d).
// Normal should be normalized.
// If we want to disable this feature, we could set normal and d to 0 (no discard in this case).
inline float DistanceToPlane(float3 pos, float3 normal, float d) { return dot(normal, pos) + d; }
// https://www.iquilezles.org/www/articles/functions/functions.htm
// A nice choice to remap the 0..1 interval into 0..1, such that the corners are mapped to 0 and the center to 1.
// In other words, parabola(0) = parabola(1) = 0, and parabola(1/2) = 1.
inline float parabola( float x, float k )
{
return pow( 4.0*x*(1.0-x), k );
}
// https://en.wikipedia.org/wiki/Smoothstep
inline float smootherstep(float edge0, float edge1, float x)
{
// Scale, and clamp x to 0..1 range
x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
// Evaluate polynomial
return x*x*x*(x*(x * 6 - 15) + 10);
}
#endif