Compute world-space normal in programmable portion of the shader

This commit is contained in:
2020-05-24 16:48:37 -07:00
parent 8382a97b72
commit 289988cf11
2 changed files with 47 additions and 14 deletions

View File

@ -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