Squashed commit of the following:
commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 Map Controller Coordinates Target System Crosshair System Radar System
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// The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
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// UNITY_SHADER_NO_UPGRADE
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#ifndef _VLB_SHADER_SPECIFIC_INCLUDED_
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#define _VLB_SHADER_SPECIFIC_INCLUDED_
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// POSITION TRANSFORM
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#if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
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#define __VLBMatrixWorldToObject UNITY_ACCESS_INSTANCED_PROP(Props, _WorldToLocalMatrix)
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#define __VLBMatrixObjectToWorld UNITY_ACCESS_INSTANCED_PROP(Props, _LocalToWorldMatrix)
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#define __VLBMatrixV unity_MatrixV
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inline float4 VLBObjectToClipPos(in float3 pos) { return mul(mul(unity_MatrixVP, __VLBMatrixObjectToWorld), float4(pos, 1.0)); }
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#else
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#define __VLBMatrixWorldToObject unity_WorldToObject
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#define __VLBMatrixObjectToWorld unity_ObjectToWorld
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#define __VLBMatrixV UNITY_MATRIX_V
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inline float4 VLBObjectToClipPos(in float3 pos) { return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1.0))); }
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#endif
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inline float4 VLBObjectToWorldPos(in float4 pos) { return mul(__VLBMatrixObjectToWorld, pos); }
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#define VLBWorldToViewPos(pos) (mul(__VLBMatrixV, float4(pos.xyz, 1.0)).xyz)
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// FRUSTUM PLANES
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#define VLBFrustumPlanes unity_CameraWorldClipPlanes
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// CAMERA
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inline float3 __VLBWorldToObjectPos(in float3 pos) { return mul(__VLBMatrixWorldToObject, float4(pos, 1.0)).xyz; }
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inline float3 VLBGetCameraPositionObjectSpace(float3 scaleObjectSpace)
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{
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return __VLBWorldToObjectPos(_WorldSpaceCameraPos).xyz * scaleObjectSpace;
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}
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// DEPTH
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#define VLBSampleDepthTexture(/*float4*/uv) (SampleSceneDepth((uv.xy) / (uv.w)))
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#define VLBLinearEyeDepth(depth) LinearEyeDepth((depth), _ZBufferParams)
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// FOG
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#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
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#define VLB_FOG_MIX(color, fogColor, posClipSpace) color.rgb = MixFogColor(color.rgb, fogColor.rgb, ComputeFogFactor(posClipSpace.z * posClipSpace.w))
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#if VLB_ALPHA_AS_BLACK
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#define VLB_FOG_APPLY(color) \
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float4 fogColor = unity_FogColor; \
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fogColor.rgb *= color.a; \
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VLB_FOG_MIX(color, fogColor, i.posClipSpace);
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#else
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#define VLB_FOG_APPLY(color) VLB_FOG_MIX(color, unity_FogColor, i.posClipSpace);
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#endif
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#endif
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#endif // _VLB_SHADER_SPECIFIC_INCLUDED_
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