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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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Add visible bounding boxes around projection area
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@ -8,6 +8,7 @@ Shader "ConformalDecals/SelectionGlow"
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_RimEdgeOpacity("Rim Edge Opacity", Range(0,1)) = 0.2
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_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
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_RimColor("Rim Color", Color) = (0,0,0,0)
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_RimOpacity("Rim Opacity", Range(0,1)) = 0.5
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}
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SubShader
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{
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@ -27,6 +28,7 @@ Shader "ConformalDecals/SelectionGlow"
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half _RimEdgeOpacity;
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float _RimFalloff;
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float4 _RimColor;
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half _RimOpacity;
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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@ -53,7 +55,7 @@ Shader "ConformalDecals/SelectionGlow"
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition));
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half rim = 1.0 - saturate(dot (normalize(worldViewDir), i.worldNormal));
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c.rgb = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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c.rgb = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a * _RimOpacity;
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half edgeGlow = 0;
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edgeGlow = max(edgeGlow, pow(1-saturate(i.uv.x / _RimEdgeGlow), _RimEdgePow));
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edgeGlow = max(edgeGlow, pow(1-saturate(i.uv.y / _RimEdgeGlow), _RimEdgePow));
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