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
65 lines
2.3 KiB
HLSL
65 lines
2.3 KiB
HLSL
// 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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/////////////////////////////////////////////////////
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// Redefine missing functions from legacy pipeline
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/////////////////////////////////////////////////////
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inline float4 ComputeNonStereoScreenPos(float4 pos)
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{
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float4 o = pos * 0.5f;
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o.xy = float2(o.x, o.y * _ProjectionParams.x) + o.w;
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o.zw = pos.zw;
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return o;
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}
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#define TransformStereoScreenSpaceTex(uv, w) uv
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inline float4 ComputeScreenPos(float4 pos)
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{
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float4 o = ComputeNonStereoScreenPos(pos);
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#if defined(UNITY_SINGLE_PASS_STEREO)
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o.xy = TransformStereoScreenSpaceTex(o.xy, pos.w);
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#endif
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return o;
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}
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/////////////////////////////////////////////////////
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// POSITION TRANSFORM
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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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// Don't use UNITY_MATRIX_M directly here, because ApplyCameraTranslationToMatrix has been applied to it to substract the camera position.
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// But we can't use GetRawUnityObjectToWorld neither, since it doesn't work on Unity 2018.4.19 and HDRP 4.10.0 with GPUInstancing.
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// So we counter the effect of ApplyCameraTranslationToMatrix by adding the _WorldSpaceCameraPos back.
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inline float4 VLBObjectToWorldPos(in float4 pos)
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{
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float4x4 modelMatrix = UNITY_MATRIX_M;
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#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
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modelMatrix._m03_m13_m23 += _WorldSpaceCameraPos;
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#endif
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return mul(modelMatrix, pos);
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}
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#define VLBObjectToViewPos(pos) (mul(UNITY_MATRIX_V, mul(UNITY_MATRIX_M, float4(pos.xyz, 1.0))).xyz)
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// FRUSTUM PLANES
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#define VLBFrustumPlanes _FrustumPlanes
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// CAMERA
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inline float3 __VLBWorldToObjectPos(in float3 pos) { return mul(UNITY_MATRIX_I_M, float4(pos, 1.0)).xyz; }
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inline float3 VLBGetCameraPositionObjectSpace(float3 scaleObjectSpace)
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{
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// getting access directly to _WorldSpaceCameraPos gives wrong values
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return __VLBWorldToObjectPos(GetCurrentViewPosition()) * scaleObjectSpace;
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}
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// DEPTH
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#define VLBSampleDepthTexture(/*float4*/uv) (SampleCameraDepth((uv.xy) / (uv.w)))
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#define VLBLinearEyeDepth(depth) LinearEyeDepth((depth), _ZBufferParams)
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#endif // _VLB_SHADER_SPECIFIC_INCLUDED_
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