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https://github.com/drewcassidy/KSP-Conformal-Decals.git
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Add templatized text decal shader
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{% extends "StandardDecal.shader.template" %}
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{% block shader_name %}ConformalDecals/Decal/Text{% endblock %}
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{% block properties %}
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[Header(Decal)]
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[Toggle(DECAL_FILL)] _Fill ("Fill", int) = 0
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_Decal("Decal Texture", 2D) = "gray" {}
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_DecalColor("Decal Color", Color) = (1,1,1,1)
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_Weight("Text Weight", Range(0,1)) = 0
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[Header(Outline)]
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[Toggle(DECAL_OUTLINE)] _Outline ("Outline", int) = 0
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_OutlineColor("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth("Outline Width", Range(0,1)) = 0.1
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[Header(Normal)]
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[Toggle(DECAL_BASE_NORMAL)] _BaseNormal ("Use Base Normal", int) = 0
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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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[Header(Specularity)]
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[Toggle(DECAL_SPECMAP)] _Decal_SpecMap ("Has SpecMap", int) = 0
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_SpecMap ("Specular Map)", 2D) = "black" {}
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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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{% endblock %}
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{% block pragmas %}
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#pragma multi_compile_local __ DECAL_SPECMAP
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#pragma multi_compile_local __ DECAL_OUTLINE
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#pragma multi_compile_local __ DECAL_FILL
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#pragma skip_variants DECAL_BUMPMAP
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{% endblock %}
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{% block body %}
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#include "TextDecal.cginc"
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{% endblock %}
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