Add templatized text decal shader

This commit is contained in:
Andrew Cassidy 2024-07-26 00:03:42 -07:00
parent 7286202be9
commit ce55f07150
7 changed files with 50 additions and 186 deletions

2
.gitignore vendored
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@ -11,7 +11,7 @@ ProjectSettings/
Temp/
# Autogenerated shaders
Assets/ConformalDecals/Shaders/Generated/*.shader
Assets/ConformalDecals/Shaders/Decal/*.shader
# Unity Assetbundle Manifest Files
GameData/ConformalDecals/Resources/Resources

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@ -1,14 +1,18 @@
#include "../DecalsCommon.cginc"
#include "../SDF.cginc"
float4 _DecalColor;
float4 _OutlineColor;
float _OutlineWidth;
void surf(DecalSurfaceInput IN, inout SurfaceOutputStandardSpecular o) {
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = _DecalColor;
float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
o.Specular = 0.4;
o.Occlusion = 1;
o.Gloss = _Shininess;
float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
#ifdef DECAL_OUTLINE
// Outline
float outlineOffset = _OutlineWidth * 0.25;
@ -30,8 +34,8 @@ void surf(DecalSurfaceInput IN, inout SurfaceOutputStandardSpecular o) {
dist = max(dist, BoundsDist(IN.uv, IN.vertex_normal, _DecalNormal));
float ddist = SDFdDist(dist); // distance gradient magnitude
o.Alpha = _DecalOpacity * SDFAA(dist, ddist);
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Albedo = color.rgb;
o.Alpha *= SDFAA(dist, ddist);
#ifdef DECAL_BASE_NORMAL
float3 normal = IN.normal;
@ -44,9 +48,4 @@ void surf(DecalSurfaceInput IN, inout SurfaceOutputStandardSpecular o) {
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Specular = specular;
#endif
o.Smoothness = _Shininess;
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
}

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@ -0,0 +1,39 @@
{% extends "StandardDecal.shader.template" %}
{% block shader_name %}ConformalDecals/Decal/Text{% endblock %}
{% block properties %}
[Header(Decal)]
[Toggle(DECAL_FILL)] _Fill ("Fill", int) = 0
_Decal("Decal Texture", 2D) = "gray" {}
_DecalColor("Decal Color", Color) = (1,1,1,1)
_Weight("Text Weight", Range(0,1)) = 0
[Header(Outline)]
[Toggle(DECAL_OUTLINE)] _Outline ("Outline", int) = 0
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineWidth("Outline Width", Range(0,1)) = 0.1
[Header(Normal)]
[Toggle(DECAL_BASE_NORMAL)] _BaseNormal ("Use Base Normal", int) = 0
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
[Header(Specularity)]
[Toggle(DECAL_SPECMAP)] _Decal_SpecMap ("Has SpecMap", int) = 0
_SpecMap ("Specular Map)", 2D) = "black" {}
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
{% endblock %}
{% block pragmas %}
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_OUTLINE
#pragma multi_compile_local __ DECAL_FILL
#pragma skip_variants DECAL_BUMPMAP
{% endblock %}
{% block body %}
#include "TextDecal.cginc"
{% endblock %}

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@ -1,174 +0,0 @@
Shader "ConformalDecals/Decal/Text"
{
Properties
{
[Header(Decal)]
[Toggle(DECAL_FILL)] _Fill ("Fill", int) = 0
_Decal("Decal Texture", 2D) = "gray" {}
_DecalColor("Decal Color", Color) = (1,1,1,1)
_Weight("Text Weight", Range(0,1)) = 0
[Header(Outline)]
[Toggle(DECAL_OUTLINE)] _Outline ("Outline", int) = 0
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineWidth("Outline Width", Range(0,1)) = 0.1
[Header(Normal)]
[Toggle(DECAL_BASE_NORMAL)] _BaseNormal ("Use Base Normal", int) = 0
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
[Header(Specularity)]
[Toggle(DECAL_SPECMAP)] _Decal_SpecMap ("Has SpecMap", int) = 0
_SpecMap ("Specular Map)", 2D) = "black" {}
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_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] _ZWrite ("ZWrite", Float) = 1.0
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
_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" "IgnoreProjector" = "true" "DisableBatching" = "true"}
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
ZWrite [_ZWrite]
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_OUTLINE
#pragma multi_compile_local __ DECAL_FILL
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "TextDecal.cginc"
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
ZTest LEqual
Blend One One
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_OUTLINE
#pragma multi_compile_local __ DECAL_FILL
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "TextDecal.cginc"
ENDCG
}
Pass
{
Name "DEFERRED_PREPASS"
Tags { "LightMode" = "Deferred" }
ZWrite Off
ZTest LEqual
Offset -1, -1
Blend 1 Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_deferred_prepass
#pragma target 3.0
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_SDF_ALPHA
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "TextDecal.cginc"
ENDCG
}
Pass
{
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
ZWrite Off
ZTest LEqual
Offset -1, -1
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero One
Blend 1 One One
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero One
Blend 3 SrcAlpha OneMinusSrcAlpha, Zero One
Stencil {
Ref 8
Comp Always
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_deferred
#pragma target 3.0
#pragma multi_compile __ UNITY_HDR_ON
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL DECAL_BUMPMAP
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_EMISSIVE
#pragma multi_compile_local __ DECAL_SDF_ALPHA
#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "TextDecal.cginc"
ENDCG
}
}
}