Shader "{VLB_GEN_SHADERNAME}" { 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 { {VLB_GEN_PASSES} } } }