Shader fixes and cleanup

feature-multiSDF
Andrew Cassidy 4 years ago
parent bd83729e5a
commit b10660cc2c

@ -52,7 +52,7 @@ Shader "ConformalDecals/Feature/Bumped"
float4 color = tex2D(_Decal, projUV);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
//clip(color.a - _Cutoff);
clip(color.a - _Cutoff);
o.Normal = normal;
o.Albedo = color.rgb;
@ -99,7 +99,7 @@ Shader "ConformalDecals/Feature/Bumped"
float4 color = tex2D(_Decal, projUV);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
//clip(color.a - _Cutoff);
clip(color.a - _Cutoff);
o.Normal = normal;
o.Albedo = color.rgb;

@ -41,9 +41,7 @@ struct v2f
#ifdef UNITY_PASS_FORWARDADD
UNITY_LIGHTING_COORDS(5,6)
#endif
#endif //UNITY_PASS_FORWARDADD
};
// Projection matrix, normal, and tangent vectors
@ -68,14 +66,24 @@ v2f vert_forward(appdata_decal v)
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(worldTangent, worldNormal);
worldTangent = cross(worldNormal, worldBinormal);
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
#ifdef DECAL_BASE_NORMAL
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //DECAL_BASE_NORMAL
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
@ -92,7 +100,7 @@ v2f vert_forward(appdata_decal v)
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal );
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE
@ -104,23 +112,27 @@ v2f vert_forward(appdata_decal v)
fixed4 frag_forward(v2f IN) : SV_Target
{
// declare data
DecalSurfaceInput i;
SurfaceOutput o;
fixed4 c = 0;
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTan = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
// setup world-space light and view direction vectors
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = IN.uv_decal;
#ifdef DECAL_BASE_NORMAL
@ -129,6 +141,7 @@ fixed4 frag_forward(v2f IN) : SV_Target
i.normal = IN.normal;
i.viewDir = viewDir;
// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
@ -141,22 +154,26 @@ fixed4 frag_forward(v2f IN) : SV_Target
surf(i, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
// compute world normal
float3 WorldNormal;
WorldNormal.x = dot(_unity_tbn_0, o.Normal);
WorldNormal.y = dot(_unity_tbn_1, o.Normal);
WorldNormal.z = dot(_unity_tbn_2, o.Normal);
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;
//KSP lighting function
c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
// Forward base emission and ambient/vertex lighting
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += o.Emission;
c.rgb += o.Albedo * IN.vlight;
#endif //UNITY_PASS_FORWARDBASE
// Forward add multiply by alpha
#ifdef UNITY_PASS_FORWARDADD
c.rgb *= c.a;
c.a = 0.0;

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