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SDF experiments
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Assets/Shaders/SDF4test.shader
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76
Assets/Shaders/SDF4test.shader
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Shader "ConformalDecals/SDF4test"
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{
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Properties
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{
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_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
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_Color1("Color 1", Color) = (0,0,0,0)
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_Color2("Color 2", Color) = (0,0,0,0)
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_Color3("Color 3", Color) = (0,0,0,0)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Cull Back
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ZWrite On
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _MainTex;
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float4 _Color1;
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float4 _Color2;
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float4 _Color3;
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float _Smoothness;
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float _Cutoff;
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 worldPosition : TEXCOORD1;
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half3 worldNormal : TEXCOORD2;
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};
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v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) {
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v2f o;
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o.pos = UnityObjectToClipPos(vertex);
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o.uv = uv;
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o.worldPosition = mul(unity_ObjectToWorld, vertex).xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 c = 0;
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float4 s = tex2D(_MainTex,(i.uv));
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s.rgb = s.rbg;
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c = lerp(c, _Color1, smoothstep(_Cutoff, saturate(_Smoothness+ _Cutoff), s.r + s.g + s.b));
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c = lerp(c, _Color2, smoothstep(_Cutoff, saturate(_Smoothness+ _Cutoff), s.g + s.b ));
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c = lerp(c, _Color3, smoothstep(_Cutoff, saturate(_Smoothness+ _Cutoff), s.b ));
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// if (s.r + s.g + s.b > 0.5) {
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// if (s.r > s.g && s.r > s.b) c = _Color1;
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// if (s.g > s.r && s.g > s.b) c = _Color2;
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// if (s.b > s.g && s.b > s.r) c = _Color3;
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// }
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return c;
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}
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ENDCG
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}
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}
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}
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