*NoneF} tؐ bH"yF0pAArrayPropertyB bAllowFogBaseBLEND_Translucent BlendMode BoolPropertybUsedWithMaterialEffect BytePropertyClassCodeColorMaterialInputCore EBlendModeEMaterialLightingModelEMaterialVectorCoordTransform$EMaterialVectorCoordTransformSourceEmissiveColorEngine Exponent ExpressionExpressionInput ExpressionsFloatProperty*FMaterialUniformExpressionVectorParameterGGCC64_PaddingGodRays_DepthGuidInput InputNameInputs IntProperty LightingGuidLightingModelLightScatteringMaskMaskAMaskBMaskGMaskR Material MaterialExpressionComponentMaskMaterialExpressionConstant"MaterialExpressionConstant3Vector MaterialExpressionConstantClampMaterialExpressionCustomMaterialExpressionDivideMaterialExpressionEditorXMaterialExpressionEditorYMaterialExpressionNormalizeMaterialExpressionPowerMaterialExpressionSceneDepthMaterialExpressionSceneTexture$MaterialExpressionTextureCoordinateMaterialExpressionTransform MLM_UnlitNoneObjectPropertyPackageRSelectionColor StrPropertyStructPropertyTRANSFORM_ViewTRANSFORMSOURCE_WorldTransformSourceTypeTransformType VectorInput * + , - . / 0 3 4 5 6 7 8 <T+, `,`,`o, `-/-._/# 0 $3%4%5Db&6 D&7D&8.'        PNG  IHDR\rf\IDATxA0İ1' DB$``````````````````````````````````````````````````````````````G|e۳*IENDB` MaterialGodRays_Depth@$ ; : # 9D    "@8"%ZADL|뜋:     ՆAJ [ >?     GK@!lQ>?@$; :=1!2!:=L?1!2!::=@F1!2!1:=@@1!2!:=fff?1!2!>:=~GF1!2!:=?̌?L?1!2!:@$; :1!2!j: ? half2 ssPos = LightPos.xy* float2(0.5,-0.5) + 0.5; half2 TexCoord = Coordinates; half2 deltaTexCoord = (TexCoord - ssPos)*0.008; half dist = abs(sqrt( (TexCoord.x-ssPos.x)*(TexCoord.x-ssPos.x)+(TexCoord.x-ssPos.y)*(TexCoord.x-ssPos.y))); dist = clamp((1-dist),0,0.2); half3 DepthMask = (clamp( (CalcSceneDepth(Coordinates)/1000-0.8),0.0,1.0)); half3 LightDirection = {1.0f,1.0f,1.0f}; half ScreenCoordCenter =abs(TexCoord.x*2-1); for (int i=0; i <32; i++) { TexCoord -= (deltaTexCoord)*(1-ScreenCoordCenter); half3 sample = clamp( (CalcSceneDepth(TexCoord)/10000-0.5),0.0,1.0)*0.2; sample *= illuminationDecay * Light_Color*dist; SceneColor += sample * DepthMask; illuminationDecay *= Decay; } return SceneColor; ? Coordinates@;%!)!(!'!&!!::? LightPos@;%!)!(!'!&!!::? Decay@;%!)!(!'!&!!::? SceneColor@;%!)!(!'!&!!::?illuminationDecay@;%!)!(!'!&!!::? Depth@; %!)!(!'!&!!::? Light_Color@;%!)!(!'!&!!::1!z2!:@\;%!)!:@$;:1!v2!:E@$;:1!$2!:@$; :@$;:1!2!:1!2!:1!b2!:1!2!:@$;:C BD A1!2!: