Decal shader changes, try to fix lighting additive pass

feature-multiSDF
Andrew Cassidy 4 years ago
parent a8313127e2
commit 5376611eae

@ -79,6 +79,22 @@ inline void decalClipAlpha(float alpha) {
#endif
}
// modifed version of the KSP BlinnPhong because it does some weird things
inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
fixed diff = max(0, dot(s.Normal, lightDir));
float nh = max(0, dot(s.Normal, h));
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
fixed4 c = 0;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
return c;
}
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
@ -221,7 +237,9 @@ fixed4 frag_forward(v2f IN) : SV_Target
surf(i, o);
#ifdef DECAL_PREVIEW
o.Albedo = lerp(_Color.rgb,o.Albedo, o.Alpha);
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
o.Albedo = lerp(_Color.rgb, o.Albedo, o.Alpha);
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Gloss = lerp(_Color.a, o.Gloss, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha);
@ -239,21 +257,20 @@ fixed4 frag_forward(v2f IN) : SV_Target
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;
//KSP lighting function
c += LightingBlinnPhongSmooth(o, lightDir, worldViewDir, atten);
//call modified KSP lighting function
c += LightingBlinnPhongDecal(o, lightDir, worldViewDir, atten);
// Forward base emission and ambient/vertex lighting
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += o.Emission;
c.rgb += o.Albedo * IN.vlight;
c.a = saturate(c.a);
c.a = o.Alpha;
#endif //UNITY_PASS_FORWARDBASE
// Forward add multiply by alpha
#ifdef UNITY_PASS_FORWARDADD
c.rgb *= c.a;
c.a = 0.0;
#endif
c.rgb *= o.Alpha;
#endif
return c;
}

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