Merge pull request #18 from drewcassidy/master

Release v0.1.2
hotfix 0.1.2
Andrew Cassidy 4 years ago committed by GitHub
commit 6360d222b0

@ -14,10 +14,10 @@ Shader "ConformalDecals/Decal Back"
_Shininess ("Shininess", Range (0.03, 10)) = 0.4
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 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
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 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

@ -3,22 +3,22 @@ Shader "ConformalDecals/Feature/Bumped"
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
_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)
_Decal("Decal Texture", 2D) = "gray" {}
_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
_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(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
{
@ -29,8 +29,8 @@ Shader "ConformalDecals/Feature/Bumped"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
@ -78,8 +78,8 @@ Shader "ConformalDecals/Feature/Bumped"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
@ -127,4 +127,4 @@ Shader "ConformalDecals/Feature/Bumped"
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
}

@ -3,25 +3,25 @@ Shader "ConformalDecals/Paint/Diffuse"
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_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)
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_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(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
{
@ -32,8 +32,8 @@ Shader "ConformalDecals/Paint/Diffuse"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
@ -86,8 +86,8 @@ Shader "ConformalDecals/Paint/Diffuse"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
@ -140,4 +140,4 @@ Shader "ConformalDecals/Paint/Diffuse"
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
}

@ -3,27 +3,27 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
_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(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
{
@ -34,8 +34,8 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
@ -95,8 +95,8 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
@ -156,4 +156,4 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
}

@ -3,30 +3,30 @@ Shader "ConformalDecals/Paint/Specular"
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_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)
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_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)
[Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
{
@ -37,8 +37,8 @@ Shader "ConformalDecals/Paint/Specular"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
@ -100,8 +100,8 @@ Shader "ConformalDecals/Paint/Specular"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
@ -162,4 +162,4 @@ Shader "ConformalDecals/Paint/Specular"
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
}

@ -3,32 +3,32 @@ Shader "ConformalDecals/Paint/SpecularSDF"
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
_DecalOpacity("Opacity", Range(0,1) ) = 1
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
[Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
[PerRendererData]_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
{
@ -39,8 +39,8 @@ Shader "ConformalDecals/Paint/SpecularSDF"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
@ -108,8 +108,8 @@ Shader "ConformalDecals/Paint/SpecularSDF"
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
@ -177,4 +177,4 @@ Shader "ConformalDecals/Paint/SpecularSDF"
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}
}

@ -91,17 +91,17 @@ inline float CalcMipLevel(float2 texture_coord) {
// 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);
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
fixed diff = max(0, dot(s.Normal, lightDir));
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;
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;
fixed4 c = 0;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
return c;
}
// declare surf function,

@ -3,18 +3,18 @@
inline fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
fixed diff = max(0, dot(s.Normal, lightDir));
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;
float nh = max(0, dot(s.Normal, h));
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
return c;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
return c;
}
@ -22,12 +22,12 @@ inline fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, fixed3 lightDir, half3 v
inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
{
// half diff = max (0, dot (s.Normal, lightDir));
// half diff = max (0, dot (s.Normal, lightDir));
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
@ -35,10 +35,10 @@ inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
inline half4 LightingUnlit_PrePass(SurfaceOutput s, half4 light)
{
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
@ -53,21 +53,21 @@ fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { retur
float4 _Color;
half _LightBoost;
half4 LightingLightWrapped(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
float3 w = _Color.rgb*0.5;
half3 NdotL = dot(s.Normal, lightDir);
//Specular term
half3 h = normalize(lightDir + viewDir);
s.Normal = normalize(s.Normal);
float NdotH = dot(s.Normal, h);
float spec = pow(max(NdotH, 0), s.Specular * 128.0) * s.Gloss;
fixed3 specColor = _SpecColor.rgb * _LightColor0.rgb;
half3 diff = NdotL * (1 - w) + w;
half4 c;
c.rgb = ((s.Albedo * _LightColor0.rgb * diff) + (specColor * spec)) * (atten * _LightBoost);
c.a = s.Alpha + (_LightColor0.a * _SpecColor.a * spec * atten);
return c;
float3 w = _Color.rgb*0.5;
half3 NdotL = dot(s.Normal, lightDir);
//Specular term
half3 h = normalize(lightDir + viewDir);
s.Normal = normalize(s.Normal);
float NdotH = dot(s.Normal, h);
float spec = pow(max(NdotH, 0), s.Specular * 128.0) * s.Gloss;
fixed3 specColor = _SpecColor.rgb * _LightColor0.rgb;
half3 diff = NdotL * (1 - w) + w;
half4 c;
c.rgb = ((s.Albedo * _LightColor0.rgb * diff) + (specColor * spec)) * (atten * _LightBoost);
c.a = s.Alpha + (_LightColor0.a * _SpecColor.a * spec * atten);
return c;
}
@ -84,19 +84,19 @@ float _UnderwaterFogFactor;
float4 UnderwaterFog(float3 worldPos, float3 color)
{
float3 toPixel = worldPos - _LocalCameraPos.xyz;
float toPixelLength = length(toPixel); ///< Comment out the math--looks better without it.
//float angleDot = dot(_LocalCameraDir.xyz, toPixel / toPixelLength);
//angleDot = lerp(0.00000001, angleDot, saturate(sign(angleDot)));
//float waterDist = -_LocalCameraPos.w / angleDot;
//float dist = min(toPixelLength, waterDist);
float3 toPixel = worldPos - _LocalCameraPos.xyz;
float toPixelLength = length(toPixel); ///< Comment out the math--looks better without it.
//float angleDot = dot(_LocalCameraDir.xyz, toPixel / toPixelLength);
//angleDot = lerp(0.00000001, angleDot, saturate(sign(angleDot)));
//float waterDist = -_LocalCameraPos.w / angleDot;
//float dist = min(toPixelLength, waterDist);
float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w; ///< sign(1 - sign(_LocalCameraPos.w));
float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(toPixelLength * _UnderwaterAlbedoDistanceScalar));
float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate((toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w; ///< sign(1 - sign(_LocalCameraPos.w));
float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(toPixelLength * _UnderwaterAlbedoDistanceScalar));
float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate((toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
}
#endif

@ -2,22 +2,23 @@ Shader "ConformalDecals/SelectionGlow"
{
Properties
{
[Header(Effects)]
_RimEdgeGlow("Rim Edge Glow", Range(0, 1)) = 0.45
_RimEdgePow("Rim Edge Falloff", Range(0,5)) = 5
_RimEdgeOpacity("Rim Edge Opacity", Range(0,1)) = 0.2
_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
_RimColor("Rim Color", Color) = (0,0,0,0)
_RimOpacity("Rim Opacity", Range(0,1)) = 0.5
[Header(Effects)]
_RimEdgeGlow("Rim Edge Glow", Range(0, 1)) = 0.45
_RimEdgePow("Rim Edge Falloff", Range(0,5)) = 5
_RimEdgeOpacity("Rim Edge Opacity", Range(0,1)) = 0.2
_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
_RimColor("Rim Color", Color) = (0,0,0,0)
_RimOpacity("Rim Opacity", Range(0,1)) = 0.5
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Back
ZWrite Off
Pass
{
Blend One One
Blend One One
CGPROGRAM
#pragma vertex vert
@ -70,4 +71,4 @@ Shader "ConformalDecals/SelectionGlow"
ENDCG
}
}
}
}

@ -6,7 +6,7 @@
{
"MAJOR":0,
"MINOR":1,
"PATCH":1,
"PATCH":2,
"BUILD":0
},
"KSP_VERSION":

@ -1,4 +1,4 @@
# Conformal Decals v0.1.1
# Conformal Decals v0.1.2
[![Build Status](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals.svg?branch=release)](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals) [![Art: CC BY-SA 4.0](https://img.shields.io/badge/Art%20License-CC%20BY--SA%204.0-orange.svg)](https://creativecommons.org/licenses/by-sa/4.0/) [![Code: GPL v3](https://img.shields.io/badge/Code%20License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
![Screenshot](http://pileof.rocks/KSP/images/ConformalDecalsHeader.png)
@ -12,6 +12,7 @@ Required:
- B9 Part Switch (2.16.0). Bundled with release.
- ModuleManager (4.1.3). Bundled with release.
- Shabby (0.1.2). Bundled with release.
Optional:
- Wild Blue Tools. For custom decals category in the VAB and SPH.

@ -1,5 +1,12 @@
v0.1.2
------
Fixes:
- Disabled writing to the zbuffer in the decal bounds shader. Should fix any issues with Scatterer or EVE.
v0.1.1
------
Fixes:
- Fixed flag decal not adjusting to new texture sizes immediately.
- Fixed decal bounds being visible on launch.

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