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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
rename background color property to make KSP happy
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@ -8,10 +8,10 @@ Shader "ConformalDecals/Feature/Bumped"
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_DecalOpacity("Opacity", Range(0,1) ) = 1
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_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
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_Color("Background Color", Color) = (0.9,0.9,0.9,0.7)
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", Float) = 0
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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@ -11,10 +11,10 @@ Shader "ConformalDecals/Paint/Diffuse"
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_DecalOpacity("Opacity", Range(0,1) ) = 1
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_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
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_Color("Background Color", Color) = (0.9,0.9,0.9,0.7)
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", Float) = 0
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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@ -12,14 +12,14 @@ Shader "ConformalDecals/Paint/Specular"
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_DecalOpacity("Opacity", Range(0,1) ) = 1
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_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
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_Color("Background Color", Color) = (0.9,0.9,0.9,0.7)
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[Header(Specularity)]
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_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
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_Shininess ("Shininess", Range (0.03, 10)) = 0.3
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", Float) = 0
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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@ -71,9 +71,7 @@ float3 _DecalTangent;
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float _Cutoff;
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float _DecalOpacity;
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float _Opacity;
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float4 _Background;
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inline void decalClipAlpha(float alpha) {
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#ifndef DECAL_PREVIEW
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@ -223,9 +221,9 @@ fixed4 frag_forward(v2f IN) : SV_Target
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surf(i, o);
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#ifdef DECAL_PREVIEW
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o.Albedo = lerp(_Background.rgb,o.Albedo, o.Alpha);
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o.Albedo = lerp(_Color.rgb,o.Albedo, o.Alpha);
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o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
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o.Gloss = lerp(_Background.a, o.Gloss, o.Alpha);
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o.Gloss = lerp(_Color.a, o.Gloss, o.Alpha);
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o.Emission = lerp(0, o.Emission, o.Alpha);
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o.Alpha = _Opacity;
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#endif //DECAL_PREVIEW
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