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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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Add SDF shaders
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159
Assets/Shaders/DecalPaintSDF.shader
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159
Assets/Shaders/DecalPaintSDF.shader
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Shader "ConformalDecals/Paint/DiffuseSDF"
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{
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Properties
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{
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[Header(Texture Maps)]
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_Decal("Decal Texture", 2D) = "gray" {}
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_BumpMap("Bump Map", 2D) = "bump" {}
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_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
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_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
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_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
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_DecalOpacity("Opacity", Range(0,1) ) = 1
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_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
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[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
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[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
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[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Cull [_Cull]
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Ztest LEqual
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert_forward
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#pragma fragment frag_forward
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#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
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#pragma multi_compile __ DECAL_PREVIEW
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sampler2D _Decal;
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float4 _Decal_ST;
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float4 _Decal_TexelSize;
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float _Smoothness;
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float _SmoothnessMipScale;
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float _EdgeWearStrength;
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float _EdgeWearOffset;
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float _RimFalloff;
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float4 _RimColor;
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#define DECAL_BASE_NORMAL
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#include "LightingKSP.cginc"
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#include "DecalsCommon.cginc"
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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float4 color = tex2D(_Decal, IN.uv_decal);
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float3 normal = IN.normal;
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float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
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color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
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decalClipAlpha(color.a);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float wearFactor = 1 - normal.z;
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float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
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color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = color.a * _DecalOpacity;
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o.Emission = emission;
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}
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ENDCG
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}
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardAdd" }
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Blend One One
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CGPROGRAM
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#pragma vertex vert_forward
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#pragma fragment frag_forward
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#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
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#pragma multi_compile __ DECAL_PREVIEW
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sampler2D _Decal;
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float4 _Decal_ST;
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float4 _Decal_TexelSize;
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float _Smoothness;
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float _SmoothnessMipScale;
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float _EdgeWearStrength;
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float _EdgeWearOffset;
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float _RimFalloff;
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float4 _RimColor;
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#define DECAL_BASE_NORMAL
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#include "LightingKSP.cginc"
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#include "DecalsCommon.cginc"
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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float4 color = tex2D(_Decal, IN.uv_decal);
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float3 normal = IN.normal;
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float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
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color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
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decalClipAlpha(color.a);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float wearFactor = 1 - normal.z;
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float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
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color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = color.a * _DecalOpacity;
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o.Emission = emission;
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}
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ENDCG
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}
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// shadow casting support
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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}
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@ -74,13 +74,10 @@ Shader "ConformalDecals/Paint/Specular"
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{
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float4 color = tex2D(_Decal, IN.uv_decal);
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float3 specular = tex2D(_SpecMap, IN.uv_spec);
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float3 normal = IN.normal;
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#ifdef DECAL_PROJECT
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// clip alpha
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clip(color.a - _Cutoff + 0.01);
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#endif //DECAL_PROJECT
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decalClipAlpha(color.a - _Cutoff);
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float3 normal = IN.normal;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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@ -142,10 +139,7 @@ Shader "ConformalDecals/Paint/Specular"
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float3 specular = tex2D(_SpecMap, IN.uv_spec);
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float3 normal = IN.normal;
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#ifdef DECAL_PROJECT
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// clip alpha
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clip(color.a - _Cutoff + 0.01);
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#endif //DECAL_PROJECT
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decalClipAlpha(color.a - _Cutoff);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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180
Assets/Shaders/DecalPaintSpecularSDF.shader
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180
Assets/Shaders/DecalPaintSpecularSDF.shader
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Shader "ConformalDecals/Paint/SpecularSDF"
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{
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Properties
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{
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[Header(Texture Maps)]
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_Decal("Decal Texture", 2D) = "gray" {}
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_BumpMap("Bump Map", 2D) = "bump" {}
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_SpecMap("Specular Map", 2D) = "black" {}
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_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
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_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
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_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
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_DecalOpacity("Opacity", Range(0,1) ) = 1
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_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
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[Header(Specularity)]
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_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
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_Shininess ("Shininess", Range (0.03, 10)) = 0.3
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
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[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
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[PerRendererData]_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
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[PerRendererData]_RimColor("_RimColor", Color) = (0,0,0,0)
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[PerRendererData]_UnderwaterFogFactor ("Underwater Fog Factor", Range(0,1)) = 0
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}
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SubShader
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{
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Tags { "Queue" = "Geometry+100" }
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Cull [_Cull]
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Ztest LEqual
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert_forward
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#pragma fragment frag_forward
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#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
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#pragma multi_compile __ DECAL_PREVIEW
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sampler2D _Decal;
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sampler2D _SpecMap;
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float4 _Decal_ST;
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float4 _Decal_TexelSize;
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float4 _SpecMap_ST;
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float _Smoothness;
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float _SmoothnessMipScale;
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float _EdgeWearStrength;
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float _EdgeWearOffset;
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half _Shininess;
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float _RimFalloff;
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float4 _RimColor;
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#define DECAL_BASE_NORMAL
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#define DECAL_SPECULAR
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#include "LightingKSP.cginc"
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#include "DecalsCommon.cginc"
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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float4 color = tex2D(_Decal, IN.uv_decal);
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float3 specular = tex2D(_SpecMap, IN.uv_spec);
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float3 normal = IN.normal;
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float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
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color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
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decalClipAlpha(color.a);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float wearFactor = 1 - normal.z;
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float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
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color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = color.a * _DecalOpacity;
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o.Emission = emission;
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o.Specular = _Shininess;
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o.Gloss = specular.r;
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}
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ENDCG
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}
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardAdd" }
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Blend One One
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CGPROGRAM
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#pragma vertex vert_forward
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#pragma fragment frag_forward
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#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
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#pragma multi_compile __ DECAL_PREVIEW
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sampler2D _Decal;
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sampler2D _SpecMap;
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float4 _Decal_ST;
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float4 _Decal_TexelSize;
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float4 _SpecMap_ST;
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float _Smoothness;
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float _SmoothnessMipScale;
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float _EdgeWearStrength;
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float _EdgeWearOffset;
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half _Shininess;
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float _RimFalloff;
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float4 _RimColor;
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#define DECAL_BASE_NORMAL
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#define DECAL_SPECULAR
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#include "LightingKSP.cginc"
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#include "DecalsCommon.cginc"
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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float4 color = tex2D(_Decal, IN.uv_decal);
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float3 specular = tex2D(_SpecMap, IN.uv_spec);
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float3 normal = IN.normal;
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float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
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color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
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decalClipAlpha(color.a);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float wearFactor = 1 - normal.z;
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float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
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color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = color.a * _DecalOpacity;
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o.Emission = emission;
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o.Specular = _Shininess;
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o.Gloss = specular.r;
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}
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ENDCG
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}
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// shadow casting support
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UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
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}
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}
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@ -76,10 +76,18 @@ float4 _Background;
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inline void decalClipAlpha(float alpha) {
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#ifndef DECAL_PREVIEW
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clip(alpha - _Cutoff + 0.01);
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clip(alpha - 0.001);
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#endif
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}
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inline float CalcMipLevel(float2 texture_coord) {
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float2 dx = ddx(texture_coord);
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float2 dy = ddy(texture_coord);
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float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
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return 0.5 * log2(delta_max_sqr);
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}
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// modifed version of the KSP BlinnPhong because it does some weird things
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inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
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{
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