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- Shader "Hidden/VLB_BuiltIn_SinglePass"
- {
- 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
- {
- Pass
- {
- Cull Front
- CGPROGRAM
- #if !defined(SHADER_API_METAL) // Removed shader model spec for Metal support https://github.com/keijiro/Cloner/commit/1120493ca2df265d450de3ec1b38a1d388468964
- #pragma target 3.0
- #endif
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
-
- #pragma multi_compile_local __ VLB_ALPHA_AS_BLACK
- #pragma multi_compile_local __ VLB_NOISE_3D
- #pragma multi_compile_local __ VLB_DEPTH_BLEND
- #pragma multi_compile_local __ VLB_COLOR_GRADIENT_MATRIX_HIGH
- #pragma multi_compile_local __ VLB_OCCLUSION_CLIPPING_PLANE VLB_OCCLUSION_DEPTH_TEXTURE
- #pragma multi_compile_local __ VLB_MESH_SKEWING
- #pragma multi_compile_local __ VLB_SHADER_ACCURACY_HIGH
- #define VLB_PASS_OUTSIDEBEAM_FROM_VS_TO_FS 1
- #include "UnityCG.cginc"
- #include "ShaderDefines.cginc"
- #include "ShaderProperties.cginc"
- #include "ShaderSpecificBuiltin.cginc"
- #include "VolumetricLightBeamShared.cginc"
- v2f vert(vlb_appdata v) { return vertShared(v, v.texcoord.y); }
- half4 frag(v2f i) : SV_Target { return fragShared(i, i.cameraPosObjectSpace_outsideBeam.w); }
- ENDCG
- }
- }
- }
- }
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