diff --git a/Assets/Shaders/DecalFeatureBumped.shader b/Assets/Shaders/DecalFeatureBumped.shader index 9a61948..c52a40d 100644 --- a/Assets/Shaders/DecalFeatureBumped.shader +++ b/Assets/Shaders/DecalFeatureBumped.shader @@ -2,11 +2,18 @@ Shader "ConformalDecals/Feature/Bumped" { Properties { + [Header(Texture Maps)] _Decal("Decal Texture", 2D) = "gray" {} - _DecalBumpMap("Decal Normal Map", 2D) = "bump" {} + _DecalBumpMap("Decal Bump Map", 2D) = "bump" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Opacity("_Opacity", Range(0,1) ) = 1 + + [Header(Effects)] + [PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1 + [PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 + [PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0) + [PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0 } SubShader { @@ -35,9 +42,11 @@ Shader "ConformalDecals/Feature/Bumped" sampler2D _Decal; sampler2D _DecalBumpMap; - + float _Cutoff; float _Opacity; + float _RimFalloff; + float4 _RimColor; void surf (DecalSurfaceInput IN, inout SurfaceOutput o) { @@ -52,11 +61,16 @@ Shader "ConformalDecals/Feature/Bumped" float4 color = tex2D(_Decal, projUV); float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV)); + half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal)); + float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a; + + // clip alpha clip(color.a - _Cutoff); - o.Normal = normal; - o.Albedo = color.rgb; + o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb; o.Alpha = color.a * _Opacity; + o.Emission = emission; + o.Normal = DECAL_ORIENT_NORMAL(normal, IN); } ENDCG @@ -85,6 +99,8 @@ Shader "ConformalDecals/Feature/Bumped" float _Cutoff; float _Opacity; + float _RimFalloff; + float4 _RimColor; void surf (DecalSurfaceInput IN, inout SurfaceOutput o) { @@ -99,11 +115,16 @@ Shader "ConformalDecals/Feature/Bumped" float4 color = tex2D(_Decal, projUV); float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV)); + half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal)); + float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a; + + // clip alpha clip(color.a - _Cutoff); - o.Normal = normal; - o.Albedo = color.rgb; + o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb; o.Alpha = color.a * _Opacity; + o.Emission = emission; + o.Normal = DECAL_ORIENT_NORMAL(normal, IN); } ENDCG diff --git a/Assets/Shaders/DecalsCommon.cginc b/Assets/Shaders/DecalsCommon.cginc index 542077c..9e90663 100644 --- a/Assets/Shaders/DecalsCommon.cginc +++ b/Assets/Shaders/DecalsCommon.cginc @@ -1,6 +1,17 @@ #ifndef DECALS_COMMON_INCLUDED #define DECALS_COMMON_INCLUDED +inline fixed3 OrientNormal(float3 normal, float4 tSpace0, float4 tSpace1, float4 tSpace2) { + float3 WorldNormal; + WorldNormal.x = dot(tSpace0.xyz, normal); + WorldNormal.y = dot(tSpace1.xyz, normal); + WorldNormal.z = dot(tSpace2.xyz, normal); + WorldNormal = normalize(WorldNormal); + return WorldNormal; +} + +#define DECAL_ORIENT_NORMAL(normal, IN) OrientNormal(normal, IN.tSpace0, IN.tSpace1, IN.tSpace2) + struct DecalSurfaceInput { float4 uv_decal; @@ -9,6 +20,11 @@ struct DecalSurfaceInput #endif //DECAL_BASE_NORMAL float3 normal; float3 viewDir; + float3 worldPosition; + + float4 tSpace0; + float4 tSpace1; + float4 tSpace2; }; struct appdata_decal @@ -140,6 +156,10 @@ fixed4 frag_forward(v2f IN) : SV_Target #endif i.normal = IN.normal; i.viewDir = viewDir; + i.worldPosition = worldPosition; + i.tSpace0 = IN.tSpace0; + i.tSpace1 = IN.tSpace1; + i.tSpace2 = IN.tSpace2; // initialize surface output o.Albedo = 0.0; @@ -155,14 +175,6 @@ fixed4 frag_forward(v2f IN) : SV_Target // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition) - // compute world normal - float3 WorldNormal; - WorldNormal.x = dot(_unity_tbn_0, o.Normal); - WorldNormal.y = dot(_unity_tbn_1, o.Normal); - WorldNormal.z = dot(_unity_tbn_2, o.Normal); - WorldNormal = normalize(WorldNormal); - o.Normal = WorldNormal; - //KSP lighting function c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);