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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Compute world-space normal in programmable portion of the shader
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@ -1,6 +1,17 @@
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#ifndef DECALS_COMMON_INCLUDED
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#define DECALS_COMMON_INCLUDED
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inline fixed3 OrientNormal(float3 normal, float4 tSpace0, float4 tSpace1, float4 tSpace2) {
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float3 WorldNormal;
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WorldNormal.x = dot(tSpace0.xyz, normal);
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WorldNormal.y = dot(tSpace1.xyz, normal);
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WorldNormal.z = dot(tSpace2.xyz, normal);
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WorldNormal = normalize(WorldNormal);
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return WorldNormal;
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}
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#define DECAL_ORIENT_NORMAL(normal, IN) OrientNormal(normal, IN.tSpace0, IN.tSpace1, IN.tSpace2)
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struct DecalSurfaceInput
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{
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float4 uv_decal;
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@ -9,6 +20,11 @@ struct DecalSurfaceInput
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#endif //DECAL_BASE_NORMAL
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float3 normal;
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float3 viewDir;
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float3 worldPosition;
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float4 tSpace0;
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float4 tSpace1;
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float4 tSpace2;
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};
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struct appdata_decal
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@ -140,6 +156,10 @@ fixed4 frag_forward(v2f IN) : SV_Target
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#endif
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i.normal = IN.normal;
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i.viewDir = viewDir;
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i.worldPosition = worldPosition;
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i.tSpace0 = IN.tSpace0;
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i.tSpace1 = IN.tSpace1;
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i.tSpace2 = IN.tSpace2;
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// initialize surface output
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o.Albedo = 0.0;
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@ -155,14 +175,6 @@ fixed4 frag_forward(v2f IN) : SV_Target
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// compute lighting & shadowing factor
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
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// compute world normal
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float3 WorldNormal;
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WorldNormal.x = dot(_unity_tbn_0, o.Normal);
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WorldNormal.y = dot(_unity_tbn_1, o.Normal);
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WorldNormal.z = dot(_unity_tbn_2, o.Normal);
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WorldNormal = normalize(WorldNormal);
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o.Normal = WorldNormal;
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//KSP lighting function
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c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
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