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