rename background color property to make KSP happy

feature-multiSDF
Andrew Cassidy 4 years ago
parent afcc19c843
commit 5560eee368

@ -8,10 +8,10 @@ Shader "ConformalDecals/Feature/Bumped"
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1 _DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7) _Color("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", Float) = 0 [Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)] [Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1 [PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1

@ -11,10 +11,10 @@ Shader "ConformalDecals/Paint/Diffuse"
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1 _DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7) _Color("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", Float) = 0 [Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)] [Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1 [PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1

@ -12,17 +12,17 @@ Shader "ConformalDecals/Paint/Specular"
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_DecalOpacity("Opacity", Range(0,1) ) = 1 _DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7) _Color("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Header(Specularity)] [Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1) _SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3 _Shininess ("Shininess", Range (0.03, 10)) = 0.3
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", Float) = 0 [Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)] [Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1 [PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1 [PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0) [PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0 [PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0

@ -71,9 +71,7 @@ float3 _DecalTangent;
float _Cutoff; float _Cutoff;
float _DecalOpacity; float _DecalOpacity;
float _Opacity; float _Opacity;
float4 _Background;
inline void decalClipAlpha(float alpha) { inline void decalClipAlpha(float alpha) {
#ifndef DECAL_PREVIEW #ifndef DECAL_PREVIEW
@ -223,9 +221,9 @@ fixed4 frag_forward(v2f IN) : SV_Target
surf(i, o); surf(i, o);
#ifdef DECAL_PREVIEW #ifdef DECAL_PREVIEW
o.Albedo = lerp(_Background.rgb,o.Albedo, o.Alpha); o.Albedo = lerp(_Color.rgb,o.Albedo, o.Alpha);
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha); o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Gloss = lerp(_Background.a, o.Gloss, o.Alpha); o.Gloss = lerp(_Color.a, o.Gloss, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha); o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity; o.Alpha = _Opacity;
#endif //DECAL_PREVIEW #endif //DECAL_PREVIEW

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