From 8acf17f1899f6bad46e40ae3ad2bf5236f21be0e Mon Sep 17 00:00:00 2001 From: drewcassidy Date: Wed, 17 Jun 2020 16:41:55 -0700 Subject: [PATCH] Shader formatting --- Assets/Shaders/DecalBack.shader | 8 +- Assets/Shaders/DecalFeatureBumped.shader | 38 ++++----- Assets/Shaders/DecalPaint.shader | 42 +++++----- Assets/Shaders/DecalPaintSDF.shader | 42 +++++----- Assets/Shaders/DecalPaintSpecular.shader | 46 +++++------ Assets/Shaders/DecalPaintSpecularSDF.shader | 46 +++++------ Assets/Shaders/DecalsCommon.cginc | 16 ++-- Assets/Shaders/LightingKSP.cginc | 86 ++++++++++----------- Assets/Shaders/SelectionGlow.shader | 18 ++--- 9 files changed, 171 insertions(+), 171 deletions(-) diff --git a/Assets/Shaders/DecalBack.shader b/Assets/Shaders/DecalBack.shader index 3d5a11e..f4eeb03 100644 --- a/Assets/Shaders/DecalBack.shader +++ b/Assets/Shaders/DecalBack.shader @@ -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 diff --git a/Assets/Shaders/DecalFeatureBumped.shader b/Assets/Shaders/DecalFeatureBumped.shader index 5c8ac4c..bbdeacb 100644 --- a/Assets/Shaders/DecalFeatureBumped.shader +++ b/Assets/Shaders/DecalFeatureBumped.shader @@ -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" } -} \ No newline at end of file +} \ No newline at end of file diff --git a/Assets/Shaders/DecalPaint.shader b/Assets/Shaders/DecalPaint.shader index 88f3a4f..7543afd 100644 --- a/Assets/Shaders/DecalPaint.shader +++ b/Assets/Shaders/DecalPaint.shader @@ -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" } -} \ No newline at end of file +} \ No newline at end of file diff --git a/Assets/Shaders/DecalPaintSDF.shader b/Assets/Shaders/DecalPaintSDF.shader index bf69581..633ebca 100644 --- a/Assets/Shaders/DecalPaintSDF.shader +++ b/Assets/Shaders/DecalPaintSDF.shader @@ -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" } -} \ No newline at end of file +} \ No newline at end of file diff --git a/Assets/Shaders/DecalPaintSpecular.shader b/Assets/Shaders/DecalPaintSpecular.shader index 0c38b0e..88b8713 100644 --- a/Assets/Shaders/DecalPaintSpecular.shader +++ b/Assets/Shaders/DecalPaintSpecular.shader @@ -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" } -} \ No newline at end of file +} \ No newline at end of file diff --git a/Assets/Shaders/DecalPaintSpecularSDF.shader b/Assets/Shaders/DecalPaintSpecularSDF.shader index 01e1544..7c253a9 100644 --- a/Assets/Shaders/DecalPaintSpecularSDF.shader +++ b/Assets/Shaders/DecalPaintSpecularSDF.shader @@ -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" } -} \ No newline at end of file +} \ No newline at end of file diff --git a/Assets/Shaders/DecalsCommon.cginc b/Assets/Shaders/DecalsCommon.cginc index 68dab09..ba8039a 100644 --- a/Assets/Shaders/DecalsCommon.cginc +++ b/Assets/Shaders/DecalsCommon.cginc @@ -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, diff --git a/Assets/Shaders/LightingKSP.cginc b/Assets/Shaders/LightingKSP.cginc index 752771c..9038bce 100644 --- a/Assets/Shaders/LightingKSP.cginc +++ b/Assets/Shaders/LightingKSP.cginc @@ -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 \ No newline at end of file diff --git a/Assets/Shaders/SelectionGlow.shader b/Assets/Shaders/SelectionGlow.shader index 77fb94b..9278e93 100644 --- a/Assets/Shaders/SelectionGlow.shader +++ b/Assets/Shaders/SelectionGlow.shader @@ -2,13 +2,13 @@ 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 { @@ -17,7 +17,7 @@ Shader "ConformalDecals/SelectionGlow" Pass { - Blend One One + Blend One One CGPROGRAM #pragma vertex vert @@ -70,4 +70,4 @@ Shader "ConformalDecals/SelectionGlow" ENDCG } } -} \ No newline at end of file +} \ No newline at end of file