Shader cleanup and use KSP's Blinn Phong BRDF
parent
0444b33613
commit
03b647560e
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Shader "ConformalDecals/Feature/Bumped"
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{
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Properties
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{
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_Decal ("Decal Texture", 2D) = "gray" {}
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_DecalBumpMap("Decal Normal Map", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_Opacity("_Opacity", Range(0,1) ) = 1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma surface surf Lambert alpha vertex:vert
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#pragma target 4.0
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float4x4 _ProjectionMatrix;
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float3 _DecalNormal;
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float3 _DecalBiNormal;
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sampler2D _Decal;
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sampler2D _DecalBumpMap;
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float _Cutoff;
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float _Opacity;
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struct Input
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{
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float4 pos_decal : TEXCOORD0;
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float3 normal : NORMAL;
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};
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void vert (inout appdata_full v, out Input o) {
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o.pos_decal = mul (_ProjectionMatrix, v.vertex);
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o.normal = v.normal;
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float3 localTangent = normalize(cross(v.normal, _DecalBiNormal));
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 projUV = UNITY_PROJ_COORD(IN.pos_decal);
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// since I cant easily affect the clamping mode in KSP, do it here
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clip(projUV.xyz);
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clip(1-projUV.xyz);
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// clip backsides
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clip(dot(_DecalNormal, IN.normal));
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float4 color = tex2D(_Decal, projUV);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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clip (color.a - _Cutoff);
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o.Albedo = color.rgb;
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o.Normal = normal;
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o.Alpha = color.a * _Opacity;
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}
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ENDCG
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}
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}
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