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FORT-BO/Assets/Plugins/VolumetricLightBeam/Shaders/ShaderProperties.cginc
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    Author: henjkey <henjkey@gmail.com>
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        Map

        Controller
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        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

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