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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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Backside shader
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81
Assets/Shaders/DecalBack.shader
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81
Assets/Shaders/DecalBack.shader
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Shader "ConformalDecals/Decal Back"
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{
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Properties
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{
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[Header(Texture Maps)]
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_MainTex("Main Tex (RGB spec(A))", 2D) = "gray" {}
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Color ("Color", Color) = (1,1,1,1)
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_RowOffset("Row Offset", Range (0, 1)) = 0.5
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[Header(Specularity)]
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_SpecColor ("_SpecColor", Color) = (0.5, 0.5, 0.5, 1)
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_Shininess ("Shininess", Range (0.03, 10)) = 0.4
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
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[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
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[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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ZWrite On
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ZTest LEqual
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CGPROGRAM
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#include "LightingKSP.cginc"
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#pragma surface surf BlinnPhongSmooth
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _BumpMap;
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half _RowOffset;
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half _Shininess;
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float _Opacity;
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float _RimFalloff;
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float4 _RimColor;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float3 viewDir;
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float3 worldPos;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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float2 uv_MainTex = IN.uv_MainTex;
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float2 uv_BumpMap = IN.uv_BumpMap;
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fixed row = floor(uv_MainTex.y);
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uv_MainTex.x += row * _RowOffset;
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float4 color = _Color * tex2D(_MainTex,(uv_MainTex));
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float3 normal = UnpackNormal(tex2D(_BumpMap, uv_BumpMap));
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float4 fog = UnderwaterFog(IN.worldPos, color);
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o.Albedo = fog.rgb;
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o.Emission = emission;
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o.Gloss = color.a;
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o.Specular = _Shininess;
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o.Normal = normal;
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o.Emission *= _Opacity * fog.a;
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o.Alpha = _Opacity * fog.a;
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}
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ENDCG
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}
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Fallback "Standard"
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}
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