Add SDF shaders

feature-multiSDF
Andrew Cassidy 4 years ago
parent e2f54cb4f7
commit b24a2c1bbe

@ -0,0 +1,159 @@
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
_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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -74,13 +74,10 @@ Shader "ConformalDecals/Paint/Specular"
{ {
float4 color = tex2D(_Decal, IN.uv_decal); float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec); float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
#ifdef DECAL_PROJECT decalClipAlpha(color.a - _Cutoff);
// clip alpha
clip(color.a - _Cutoff + 0.01); float3 normal = IN.normal;
#endif //DECAL_PROJECT
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal)); half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a; float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
@ -142,10 +139,7 @@ Shader "ConformalDecals/Paint/Specular"
float3 specular = tex2D(_SpecMap, IN.uv_spec); float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal; float3 normal = IN.normal;
#ifdef DECAL_PROJECT decalClipAlpha(color.a - _Cutoff);
// clip alpha
clip(color.a - _Cutoff + 0.01);
#endif //DECAL_PROJECT
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal)); half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a; float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;

@ -0,0 +1,180 @@
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
_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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float4 _SpecMap_ST;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float4 _SpecMap_ST;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -76,10 +76,18 @@ float4 _Background;
inline void decalClipAlpha(float alpha) { inline void decalClipAlpha(float alpha) {
#ifndef DECAL_PREVIEW #ifndef DECAL_PREVIEW
clip(alpha - _Cutoff + 0.01); clip(alpha - 0.001);
#endif #endif
} }
inline float CalcMipLevel(float2 texture_coord) {
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
// modifed version of the KSP BlinnPhong because it does some weird things // modifed version of the KSP BlinnPhong because it does some weird things
inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{ {

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