mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Fix text rendering more
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@ -4,7 +4,7 @@
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#define CLIP_MARGIN 0.1
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#define CLIP_MARGIN 0.05
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#define EDGE_MARGIN 0.01
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// UNIFORM VARIABLES
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@ -85,7 +85,7 @@ struct DecalSurfaceInput
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#ifdef DECAL_BASE_NORMAL
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float3 normal;
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#endif
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#endif //DECAL_BASE_NORMAL
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float3 vertex_normal;
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float3 viewDir;
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@ -150,9 +150,7 @@ inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
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float dist = max(max(q.x, q.y), q.z); // pseudo SDF
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float ndist = EDGE_MARGIN - dot(normal, projNormal); // SDF to normal
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return 10 * max(dist, ndist); // return intersection
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#endif
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#endif //DECAL_PREVIEW
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}
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#endif
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@ -3,8 +3,15 @@ Shader "ConformalDecals/Text Blit"
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Properties
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{
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_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
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_WeightNormal("Weight Normal", float) = 0
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_WeightBold("Weight Bold", float) = 0.5
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_ScaleRatioA("Scale RatioA", float) = 1
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_ScaleRatioB("Scale RatioB", float) = 1
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_ScaleRatioC("Scale RatioC", float) = 1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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@ -20,6 +27,15 @@ Shader "ConformalDecals/Text Blit"
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#pragma fragment frag
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sampler2D _MainTex;
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// font weights to fake bold
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float _WeightNormal;
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float _WeightBold;
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// no idea what these do
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float _ScaleRatioA;
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float _ScaleRatioB;
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float _ScaleRatioC;
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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@ -27,21 +43,26 @@ Shader "ConformalDecals/Text Blit"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 uv : TEXCOORD0; // u, v, bias, 0
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};
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v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) {
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v2f vert(float4 vertex : POSITION, float2 uv0 : TEXCOORD0, float2 uv1 : TEXCOORD1) {
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float bold = step(uv1.y, 0);
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float weight = lerp(_WeightNormal, _WeightBold, bold) * _ScaleRatioA / 8.0;
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float bias = 1 - weight;
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v2f o;
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o.pos = UnityObjectToClipPos(vertex);
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o.uv = uv;
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o.uv = float4(uv0.x, uv0.y, bias, 0);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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float2 uv = i.uv.xy;
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float bias = i.uv.z;
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fixed4 c = 0;
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c.r = tex2D(_MainTex,(i.uv)).a;
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c.r = saturate(tex2D(_MainTex,(uv)).a - bias);
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return c;
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}
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@ -1,13 +1,11 @@
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float4 _DecalColor;
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float _Weight;
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float4 _OutlineColor;
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float _OutlineWidth;
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void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
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float4 color = _DecalColor;
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float bias = _Cutoff - (_Weight / 4);
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float dist = bias - tex2D(_Decal, IN.uv_decal).r; // text distance
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float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
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float ddist = SDFdDist(dist); // distance gradient magnitude
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#ifdef DECAL_OUTLINE
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