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
81 lines
2.7 KiB
HLSL
81 lines
2.7 KiB
HLSL
// UNITY_SHADER_NO_UPGRADE
|
|
|
|
#ifndef _VLB_SHADER_PROPERTIES_INCLUDED_
|
|
#define _VLB_SHADER_PROPERTIES_INCLUDED_
|
|
|
|
#include "ShaderPropertySystem.cginc"
|
|
|
|
/// ****************************************
|
|
/// PROPERTIES DECLARATION
|
|
/// ****************************************
|
|
VLB_DEFINE_PROP_START
|
|
|
|
#if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
|
|
VLB_DEFINE_PROP(float4x4, _LocalToWorldMatrix)
|
|
VLB_DEFINE_PROP(float4x4, _WorldToLocalMatrix)
|
|
#endif
|
|
|
|
// if VLB_COLOR_GRADIENT_MATRIX_HIGH || VLB_COLOR_GRADIENT_MATRIX_LOW
|
|
VLB_DEFINE_PROP(float4x4, _ColorGradientMatrix)
|
|
// else
|
|
VLB_DEFINE_PROP(float4, _ColorFlat)
|
|
// endif
|
|
|
|
VLB_DEFINE_PROP(half, _AlphaInside)
|
|
VLB_DEFINE_PROP(half, _AlphaOutside)
|
|
VLB_DEFINE_PROP(float2, _ConeSlopeCosSin) // between -1 and +1
|
|
VLB_DEFINE_PROP(float2, _ConeRadius) // x = start radius ; y = end radius
|
|
VLB_DEFINE_PROP(float, _ConeApexOffsetZ) // > 0
|
|
VLB_DEFINE_PROP(float, _AttenuationLerpLinearQuad)
|
|
VLB_DEFINE_PROP(float3, _DistanceFallOff) // fallOffStart, fallOffEnd, maxGeometryDistance
|
|
VLB_DEFINE_PROP(float, _DistanceCamClipping)
|
|
VLB_DEFINE_PROP(float, _FadeOutFactor)
|
|
VLB_DEFINE_PROP(float, _FresnelPow) // must be != 0 to avoid infinite fresnel
|
|
VLB_DEFINE_PROP(float, _GlareFrontal)
|
|
VLB_DEFINE_PROP(float, _GlareBehind)
|
|
VLB_DEFINE_PROP(float, _DrawCap)
|
|
VLB_DEFINE_PROP(float4, _CameraParams) // xyz: object space forward vector ; w: cameraIsInsideBeamFactor (-1 : +1)
|
|
|
|
// if VLB_OCCLUSION_CLIPPING_PLANE
|
|
VLB_DEFINE_PROP(float4, _DynamicOcclusionClippingPlaneWS)
|
|
VLB_DEFINE_PROP(float, _DynamicOcclusionClippingPlaneProps)
|
|
// elif VLB_OCCLUSION_DEPTH_TEXTURE
|
|
VLB_DEFINE_PROP(float, _DynamicOcclusionDepthProps)
|
|
// endif
|
|
|
|
// if VLB_DEPTH_BLEND
|
|
VLB_DEFINE_PROP(float, _DepthBlendDistance)
|
|
// endif
|
|
|
|
// if VLB_NOISE_3D
|
|
VLB_DEFINE_PROP(float4, _NoiseVelocityAndScale)
|
|
VLB_DEFINE_PROP(float2, _NoiseParam)
|
|
// endif
|
|
|
|
// if VLB_MESH_SKEWING
|
|
VLB_DEFINE_PROP(float3, _LocalForwardDirection)
|
|
// endif
|
|
|
|
VLB_DEFINE_PROP(float2, _TiltVector)
|
|
VLB_DEFINE_PROP(float4, _AdditionalClippingPlaneWS)
|
|
|
|
VLB_DEFINE_PROP_END
|
|
|
|
// UNITY_REVERSED_Z define is broken for WebGL and URP
|
|
uniform float _VLB_UsesReversedZBuffer; // not reversed in OpenGL on WebGL
|
|
|
|
#if VLB_OCCLUSION_DEPTH_TEXTURE
|
|
// Setting a Texture property to a GPU instanced material is not supported, so keep it as regular property
|
|
uniform sampler2D _DynamicOcclusionDepthTexture;
|
|
#endif
|
|
|
|
#if VLB_DITHERING
|
|
uniform float _VLB_DitheringFactor;
|
|
uniform sampler2D _VLB_DitheringNoiseTex;
|
|
uniform float4 _VLB_DitheringNoiseTex_TexelSize;
|
|
#endif
|
|
|
|
/// ****************************************
|
|
|
|
#endif
|