Files
FORT-BO/Assets/Plugins/VolumetricLightBeam/Shaders/ShaderSpecificURP.cginc
T
AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

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

52 lines
2.3 KiB
HLSL

// The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
// UNITY_SHADER_NO_UPGRADE
#ifndef _VLB_SHADER_SPECIFIC_INCLUDED_
#define _VLB_SHADER_SPECIFIC_INCLUDED_
// POSITION TRANSFORM
#if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
#define __VLBMatrixWorldToObject UNITY_ACCESS_INSTANCED_PROP(Props, _WorldToLocalMatrix)
#define __VLBMatrixObjectToWorld UNITY_ACCESS_INSTANCED_PROP(Props, _LocalToWorldMatrix)
#define __VLBMatrixV unity_MatrixV
inline float4 VLBObjectToClipPos(in float3 pos) { return mul(mul(unity_MatrixVP, __VLBMatrixObjectToWorld), float4(pos, 1.0)); }
#else
#define __VLBMatrixWorldToObject unity_WorldToObject
#define __VLBMatrixObjectToWorld unity_ObjectToWorld
#define __VLBMatrixV UNITY_MATRIX_V
inline float4 VLBObjectToClipPos(in float3 pos) { return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1.0))); }
#endif
inline float4 VLBObjectToWorldPos(in float4 pos) { return mul(__VLBMatrixObjectToWorld, pos); }
#define VLBWorldToViewPos(pos) (mul(__VLBMatrixV, float4(pos.xyz, 1.0)).xyz)
// FRUSTUM PLANES
#define VLBFrustumPlanes unity_CameraWorldClipPlanes
// CAMERA
inline float3 __VLBWorldToObjectPos(in float3 pos) { return mul(__VLBMatrixWorldToObject, float4(pos, 1.0)).xyz; }
inline float3 VLBGetCameraPositionObjectSpace(float3 scaleObjectSpace)
{
return __VLBWorldToObjectPos(_WorldSpaceCameraPos).xyz * scaleObjectSpace;
}
// DEPTH
#define VLBSampleDepthTexture(/*float4*/uv) (SampleSceneDepth((uv.xy) / (uv.w)))
#define VLBLinearEyeDepth(depth) LinearEyeDepth((depth), _ZBufferParams)
// FOG
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
#define VLB_FOG_MIX(color, fogColor, posClipSpace) color.rgb = MixFogColor(color.rgb, fogColor.rgb, ComputeFogFactor(posClipSpace.z * posClipSpace.w))
#if VLB_ALPHA_AS_BLACK
#define VLB_FOG_APPLY(color) \
float4 fogColor = unity_FogColor; \
fogColor.rgb *= color.a; \
VLB_FOG_MIX(color, fogColor, i.posClipSpace);
#else
#define VLB_FOG_APPLY(color) VLB_FOG_MIX(color, unity_FogColor, i.posClipSpace);
#endif
#endif
#endif // _VLB_SHADER_SPECIFIC_INCLUDED_