Sync daemon authority migration

This commit is contained in:
Meta Vens 2026-06-21 09:37:54 +01:00
commit 39a0dc8737
295 changed files with 25121 additions and 7360 deletions

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Shader "Aetheria/Daemon Indirect"
{
Properties
{
[MainTexture] _BaseMap ("Texture", 2D) = "white" {}
[MainColor] _BaseColor ("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "Forward"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
float4 _BaseMap_ST;
half4 _BaseColor;
StructuredBuffer<float4x4> _AetheriaObjectToWorld;
int _AetheriaInstanceCount;
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
uint instanceId : SV_InstanceID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
const uint instanceCount = (uint)max(1, _AetheriaInstanceCount);
const uint instanceId = min(input.instanceId, instanceCount - 1);
const float4x4 objectToWorld = _AetheriaObjectToWorld[instanceId];
const float3 worldPosition = mul(objectToWorld, float4(input.positionOS, 1.0)).xyz;
output.positionCS = TransformWorldToHClip(worldPosition);
output.uv = input.uv * _BaseMap_ST.xy + _BaseMap_ST.zw;
return output;
}
half4 Frag(Varyings input) : SV_Target
{
return SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv) * _BaseColor;
}
ENDHLSL
}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _BaseMap;
float4 _BaseMap_ST;
fixed4 _BaseColor;
StructuredBuffer<float4x4> _AetheriaObjectToWorld;
int _AetheriaInstanceCount;
struct appdata
{
float3 vertex : POSITION;
float2 uv : TEXCOORD0;
uint instanceId : SV_InstanceID;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata input)
{
v2f output;
const uint instanceCount = (uint)max(1, _AetheriaInstanceCount);
const uint instanceId = min(input.instanceId, instanceCount - 1);
const float4x4 objectToWorld = _AetheriaObjectToWorld[instanceId];
const float3 worldPosition = mul(objectToWorld, float4(input.vertex, 1.0)).xyz;
output.vertex = mul(UNITY_MATRIX_VP, float4(worldPosition, 1.0));
output.uv = input.uv * _BaseMap_ST.xy + _BaseMap_ST.zw;
return output;
}
fixed4 frag(v2f input) : SV_Target
{
return tex2D(_BaseMap, input.uv) * _BaseColor;
}
ENDCG
}
}
}

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