Reorganize assets folder and tweak shaders
Moved rim shading and underwater fog to the common cginc
15
.gitignore
vendored
@ -1,10 +1,8 @@
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# Unity Project Directories
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Assets/*
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!Assets/Shaders/
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!Assets/Textures/
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!Assets/Scripts/
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!Assets/UI/
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!Assets/ConformalDecals/
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!Assets/ConformalDecals
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Assets/ConformalDecals/Fonts
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Assets/ConformalDecals/Parts
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KSP/
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Library/
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Logs/
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@ -12,6 +10,9 @@ Packages/
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ProjectSettings/
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Temp/
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# Autogenerated shaders
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Assets/ConformalDecals/Shaders/Generated/*.shader
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# Unity Assetbundle Manifest Files
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GameData/ConformalDecals/Resources/Resources
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GameData/ConformalDecals/Resources/*.manifest
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@ -41,9 +42,6 @@ ExportedObj/
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*.opendb
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*.VC.db
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# Autogenerated shaders
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Assets/Shaders/Generated/*.shader
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# Binaries and support files
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Source/ConformalDecals/dlls
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Source/ConformalDecals/bin
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@ -58,3 +56,4 @@ Source/ConformalDecals/bin
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obj
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*.swp
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@thumbs
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@ -1,6 +1,4 @@
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#ifndef DECALS_COMMON_INCLUDED
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members screenUV)
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#pragma exclude_renderers d3d11
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#define DECALS_COMMON_INCLUDED
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#include "AutoLight.cginc"
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@ -117,10 +115,6 @@ struct v2f
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#ifdef UNITY_PASS_FORWARDADD
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UNITY_LIGHTING_COORDS(5,6)
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#endif //UNITY_PASS_FORWARDADD
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#ifdef UNITY_PASS_DEFERRED
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float3 screenUV : TEXCOORD5;
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#endif
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};
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@ -138,6 +132,8 @@ inline float CalcMipLevel(float2 texture_coord) {
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return 0.5 * log2(delta_max_sqr);
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}
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// Decal bounds distance function
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// takes in a world position, world normal, and projector normal and outputs a unitless signed distance from the
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inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
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float3 q = abs(p - 0.5) - 0.5; // 1x1 square/cube centered at (0.5,0.5)
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//float dist = length(max(q,0)) + min(max(q.x,max(q.y,q.z)),0.0); // true SDF
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@ -212,14 +208,6 @@ v2f vert(appdata_decal v)
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// pass shadow and, possibly, light cookie coordinates to pixel shader
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UNITY_TRANSFER_LIGHTING(o, 0.0);
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#ifdef UNITY_PASS_DEFERRED
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o.screenUV = o.pos.xyw;
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// Correct flip when rendering with a flipped projection matrix.
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// (I've observed this differing between the Unity scene & game views)
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o.screenUV.y *= _ProjectionParams.x;
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#endif
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return o;
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}
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@ -279,14 +267,21 @@ SurfaceOutput frag_common(v2f IN, out float3 viewDir, out UnityGI gi) {
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// initialize surface output
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Specular = 0.4;
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o.Alpha = _DecalOpacity;
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o.Gloss = 0.0;
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o.Normal = fixed3(0,0,1);
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// call surface function
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surf(i, o);
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// apply KSP fog. In the deferred pass this is a no-op
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o.Albedo = UnderwaterFog(i.worldPosition, o.Albedo).rgb;
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// apply KSP rim lighting
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half rim = 1.0 - saturate(dot(normalize(i.viewDir), o.Normal));
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o.Emission += o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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// compute world normal
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float3 worldN;
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worldN.x = dot(_unity_tbn_0, o.Normal);
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@ -3,15 +3,13 @@
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void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
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float4 color = tex2D(_Decal, IN.uv_decal);
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o.Albedo = color.rgb;
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o.Specular = 0.4;
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o.Gloss = _Shininess;
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = _DecalOpacity;
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#ifdef DECAL_BASE_NORMAL
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float3 normal = IN.normal;
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float wearFactor = 1 - normal.z;
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float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
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o.Alpha *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
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#endif
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@ -24,10 +22,6 @@ void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
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o.Specular = specular;
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#endif
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half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
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o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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#ifdef DECAL_EMISSIVE
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o.Emission += tex2D(_Emissive, IN.uv_emissive).rgb * _Emissive_Color.rgb * _Emissive_Color.a;
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#endif
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@ -136,6 +136,10 @@
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#pragma multi_compile_local __ DECAL_BASE_NORMAL
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//{{ self.pragmas() }}
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//{% block prepass_skip_variants %}
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#pragma skip_variants DECAL_SPECMAP DECAL_EMISSIVE
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//{% endblock %}
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#define DECAL_PREPASS
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//{{ self.body() }}
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 40 KiB |
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
BIN
Assets/ConformalDecals/Textures/Decal-Spec.tif
Normal file
Before Width: | Height: | Size: 470 KiB After Width: | Height: | Size: 470 KiB |
BIN
Assets/ConformalDecals/Textures/Paper-Wrinkle-n.png
Normal file
After Width: | Height: | Size: 1.4 MiB |
Before Width: | Height: | Size: 5.7 KiB After Width: | Height: | Size: 5.7 KiB |
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 20 KiB |
Before Width: | Height: | Size: 6.2 KiB After Width: | Height: | Size: 6.2 KiB |
Before Width: | Height: | Size: 260 B After Width: | Height: | Size: 260 B |
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |
Before Width: | Height: | Size: 169 B After Width: | Height: | Size: 169 B |
@ -1,46 +0,0 @@
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using System;
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using UnityEngine;
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[ExecuteInEditMode]
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public class DecalProjectorTest : MonoBehaviour
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{
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public GameObject target = null;
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public Material targetMaterial = null;
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public MeshRenderer targetRenderer;
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public float aspectRatio = 1.0f;
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public float size = 1.0f;
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public float factor = 1.0f;
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private Matrix4x4 _projectionMatrix;
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private Matrix4x4 _OrthoMatrix;
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private int _matrixID;
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private int _normalID;
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public int _tangentID;
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// Start is called before the first frame update
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void Awake()
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{
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_projectionMatrix = Matrix4x4.identity;
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targetRenderer = target.GetComponent<MeshRenderer>();
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}
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// Update is called once per frame
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void Update()
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{
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Vector3 pos =new Vector3( 0.5f ,0.5f, 0);
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Vector3 scale = new Vector3(1 / size, 1 / (aspectRatio * size), 1);
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_OrthoMatrix.SetTRS(pos, Quaternion.identity, scale);
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//Debug.Log(_OrthoMatrix);
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var targetToProjector = transform.worldToLocalMatrix * targetRenderer.localToWorldMatrix;
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var projectorToTarget = targetRenderer.worldToLocalMatrix * transform.localToWorldMatrix;
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_projectionMatrix = _OrthoMatrix * targetToProjector;
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targetMaterial.SetMatrix("_ProjectionMatrix", _projectionMatrix);
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targetMaterial.SetVector("_DecalNormal", projectorToTarget.MultiplyVector(Vector3.back).normalized);
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targetMaterial.SetVector("_DecalTangent", projectorToTarget.MultiplyVector(Vector3.right).normalized);
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}
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}
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@ -1,119 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class TextRenderTest : MonoBehaviour {
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//[InspectorButton("go")] public bool button;
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public Camera _camera;
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public GameObject _cameraObject;
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public TextMeshPro _tmp;
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public Material _blitMaterial;
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public Material _targetMaterial;
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public RenderTexture renderTex;
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private float pixelDensity = 8;
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private int MaxTextureSize = 4096;
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private static readonly int Decal = Shader.PropertyToID("_Decal");
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public const TextureFormat TextTextureFormat = TextureFormat.RG16;
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public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
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// Start is called before the first frame update
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void Start() {
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Debug.Log("starting...");
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StartCoroutine(OnRender());
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var thing = new GameObject();
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thing.AddComponent<TextMeshPro>();
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}
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// Update is called once per frame
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void Update() { }
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private IEnumerator OnRender() {
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Debug.Log("starting...2");
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// calculate camera and texture size
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_tmp.ForceMeshUpdate();
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var mesh = _tmp.mesh;
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mesh.RecalculateBounds();
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var bounds = mesh.bounds;
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Debug.Log(bounds.size);
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var width = bounds.size.x * pixelDensity;
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var height = bounds.size.y * pixelDensity;
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var widthPoT = Mathf.NextPowerOfTwo((int) width);
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var heightPoT = Mathf.NextPowerOfTwo((int) height);
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if (widthPoT > MaxTextureSize) {
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widthPoT /= widthPoT / MaxTextureSize;
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heightPoT /= widthPoT / MaxTextureSize;
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}
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if (heightPoT > MaxTextureSize) {
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widthPoT /= heightPoT / MaxTextureSize;
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heightPoT /= heightPoT / MaxTextureSize;
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}
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widthPoT = Mathf.Min(widthPoT, MaxTextureSize);
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heightPoT = Mathf.Min(heightPoT, MaxTextureSize);
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var widthRatio = widthPoT / width;
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var heightRatio = heightPoT / height;
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var sizeRatio = Mathf.Min(widthRatio, heightRatio);
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Debug.Log(sizeRatio);
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int scaledHeight = (int) (sizeRatio * height);
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int scaledWidth = (int) (sizeRatio * width);
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Debug.Log($"width = {scaledWidth}");
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Debug.Log($"height = {scaledHeight}");
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_camera.orthographicSize = scaledHeight / pixelDensity / 2;
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_camera.aspect = (float) widthPoT / heightPoT;
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_cameraObject.transform.localPosition = new Vector3(bounds.center.x, bounds.center.y, -1);
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var halfHeight = heightPoT / pixelDensity / 2 / sizeRatio;
|
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var halfWidth = widthPoT / pixelDensity / 2 / sizeRatio;
|
||||
var matrix = Matrix4x4.Ortho(bounds.center.x - halfWidth, bounds.center.x + halfWidth,
|
||||
bounds.center.y - halfHeight, bounds.center.y + halfHeight, -1, 1);
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|
||||
// setup texture
|
||||
var texture = new Texture2D(widthPoT, heightPoT, TextTextureFormat, true);
|
||||
_targetMaterial.SetTexture(Decal, texture);
|
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|
||||
// setup render texture
|
||||
renderTex = RenderTexture.GetTemporary(widthPoT, heightPoT, 0, TextRenderTextureFormat, RenderTextureReadWrite.Linear, 1);
|
||||
renderTex.autoGenerateMips = false;
|
||||
|
||||
RenderTexture.active = renderTex;
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GL.PushMatrix();
|
||||
GL.LoadProjectionMatrix(matrix);
|
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_blitMaterial.SetPass(0);
|
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Graphics.DrawMeshNow(mesh, Matrix4x4.identity);
|
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GL.PopMatrix();
|
||||
|
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// setup material
|
||||
_blitMaterial.mainTexture = _tmp.font.atlas;
|
||||
|
||||
yield return null;
|
||||
|
||||
RenderTexture.active = renderTex;
|
||||
texture.ReadPixels(new Rect(0, 0, widthPoT, heightPoT), 0, 0, true);
|
||||
texture.Apply(false, true);
|
||||
|
||||
RenderTexture.ReleaseTemporary(renderTex);
|
||||
}
|
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}
|