Add text decal shader

feature-better-tweakables
Andrew Cassidy 4 years ago
parent 2994da628b
commit 30870b263a

@ -29,10 +29,17 @@ float sdRoundedUVBox( float2 uv, float r ) {
return sdRoundedBox(pos, halfDim, r);
}
float SDFAA(float dist) {
float ddist = length(float2(ddx(dist), ddy(dist)));
inline float SDFdDist(float dist) {
return length(float2(ddx(dist), ddy(dist)));
}
inline float SDFAA(float dist, float ddist) {
float pixelDist = dist / ddist;
return saturate(0.5-pixelDist);
}
inline float SDFAA(float dist) {
return SDFAA(dist, SDFdDist(dist));
}
#endif

@ -0,0 +1,41 @@
float4 _DecalColor;
float _Weight;
float4 _OutlineColor;
float _OutlineWidth;
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = _DecalColor;
float bias = _Cutoff - (_Weight / 4);
#ifdef DECAL_OUTLINE
bias -= _OutlineWidth * 0.25;
#endif
float dist = bias - tex2D(_Decal, IN.uv_decal).r;
float ddist = SDFdDist(dist);
#ifdef DECAL_OUTLINE
float outlineDist = (_OutlineWidth * 0.5) + dist;
float outline = SDFAA(outlineDist, -ddist);
color = lerp(color, _OutlineColor, outline);
#endif
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = _DecalOpacity * SDFAA(dist, ddist);
#ifdef DECAL_BASE_NORMAL
float3 normal = IN.normal;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
o.Alpha *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
#endif
#ifdef DECAL_SPECMAP
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Gloss = specular.r;
o.Specular = _Shininess;
#endif
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
}

@ -0,0 +1,109 @@
Shader "ConformalDecals/Decal/Text"
{
Properties
{
[Header(Decal)]
_Decal("Decal Texture", 2D) = "gray" {}
_DecalColor("Decal Color", Color) = (1,1,1,1)
_Weight("Text Weight", Range(0,1)) = 0
[Header(Outline)]
[Toggle(DECAL_OUTLINE)] _Outline ("Outline", int) = 0
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineWidth("Outline Width", Range(0,1)) = 0.1
[Header(Normal)]
[Toggle(DECAL_BASE_NORMAL)] _BaseNormal ("Use Base Normal", int) = 0
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
[Header(Specularity)]
[Toggle(DECAL_SPECMAP)] _Decal_SpecMap ("Has SpecMap", int) = 0
_SpecMap ("Specular Map)", 2D) = "black" {}
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle] _ZWrite ("ZWrite", Float) = 1.0
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
_Color("_Color", Color) = (1,1,1,1)
[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
{
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true" "DisableBatching" = "true"}
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
ZWrite [_ZWrite]
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_OUTLINE
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "TextDecal.cginc"
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
ZTest LEqual
Blend One One
Offset -1, -1
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_OUTLINE
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "TextDecal.cginc"
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
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