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

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
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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}
}
}
}