Move projection code into shared library

This commit is contained in:
2020-05-24 18:16:23 -07:00
parent f630fb2215
commit 8ca3925e04
3 changed files with 35 additions and 65 deletions

View File

@ -34,12 +34,6 @@ Shader "ConformalDecals/Feature/Bumped"
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
sampler2D _Decal;
sampler2D _DecalBumpMap;
@ -49,22 +43,18 @@ Shader "ConformalDecals/Feature/Bumped"
float _Cutoff;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
float4 _RimColor;
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// since I cant easily affect the clamping mode in KSP, do it here
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
float4 color = tex2D(_Decal, uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, uv_decal));
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_decal));
// clip alpha
clip(color.a - _Cutoff);
@ -93,37 +83,27 @@ Shader "ConformalDecals/Feature/Bumped"
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _Cutoff;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
float4 _RimColor;
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// since I cant easily affect the clamping mode in KSP, do it here
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
float4 color = tex2D(_Decal, uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, uv_decal));
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_decal));
// clip alpha
clip(color.a - _Cutoff);