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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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@ -2,11 +2,18 @@ Shader "ConformalDecals/Feature/Bumped"
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{
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{
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Properties
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Properties
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{
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{
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[Header(Texture Maps)]
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_Decal("Decal Texture", 2D) = "gray" {}
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_Decal("Decal Texture", 2D) = "gray" {}
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_DecalBumpMap("Decal Normal Map", 2D) = "bump" {}
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_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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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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_Opacity("_Opacity", Range(0,1) ) = 1
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
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[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
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[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
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}
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}
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SubShader
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SubShader
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{
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{
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@ -35,9 +42,11 @@ Shader "ConformalDecals/Feature/Bumped"
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sampler2D _Decal;
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sampler2D _Decal;
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sampler2D _DecalBumpMap;
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sampler2D _DecalBumpMap;
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float _Cutoff;
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float _Cutoff;
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float _Opacity;
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float _Opacity;
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float _RimFalloff;
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float4 _RimColor;
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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{
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@ -52,11 +61,16 @@ Shader "ConformalDecals/Feature/Bumped"
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float4 color = tex2D(_Decal, projUV);
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float4 color = tex2D(_Decal, projUV);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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// clip alpha
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clip(color.a - _Cutoff);
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clip(color.a - _Cutoff);
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o.Normal = normal;
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Albedo = color.rgb;
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o.Alpha = color.a * _Opacity;
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o.Alpha = color.a * _Opacity;
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o.Emission = emission;
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o.Normal = DECAL_ORIENT_NORMAL(normal, IN);
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}
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}
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ENDCG
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ENDCG
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@ -85,6 +99,8 @@ Shader "ConformalDecals/Feature/Bumped"
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float _Cutoff;
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float _Cutoff;
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float _Opacity;
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float _Opacity;
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float _RimFalloff;
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float4 _RimColor;
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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{
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@ -99,11 +115,16 @@ Shader "ConformalDecals/Feature/Bumped"
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float4 color = tex2D(_Decal, projUV);
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float4 color = tex2D(_Decal, projUV);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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// clip alpha
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clip(color.a - _Cutoff);
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clip(color.a - _Cutoff);
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o.Normal = normal;
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Albedo = color.rgb;
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o.Alpha = color.a * _Opacity;
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o.Alpha = color.a * _Opacity;
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o.Emission = emission;
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o.Normal = DECAL_ORIENT_NORMAL(normal, IN);
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}
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}
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ENDCG
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ENDCG
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@ -1,6 +1,17 @@
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#ifndef DECALS_COMMON_INCLUDED
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#ifndef DECALS_COMMON_INCLUDED
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#define 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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struct DecalSurfaceInput
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{
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{
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float4 uv_decal;
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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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#endif //DECAL_BASE_NORMAL
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float3 normal;
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float3 normal;
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float3 viewDir;
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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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};
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struct appdata_decal
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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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#endif
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i.normal = IN.normal;
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i.normal = IN.normal;
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i.viewDir = viewDir;
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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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// initialize surface output
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o.Albedo = 0.0;
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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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// compute lighting & shadowing factor
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
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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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//KSP lighting function
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c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
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c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
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