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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Rework back shader and textures, add flag
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@ -14,7 +14,7 @@ Shader "ConformalDecals/Decal Back"
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_Shininess ("Shininess", Range (0.03, 10)) = 0.4
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[Header(Effects)]
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
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[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 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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@ -29,7 +29,7 @@ Shader "ConformalDecals/Decal Back"
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CGPROGRAM
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#include "LightingKSP.cginc"
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#pragma surface surf BlinnPhongSmooth
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#pragma surface surf BlinnPhongSmooth vertex:vert
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#pragma target 3.0
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sampler2D _MainTex;
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@ -50,14 +50,24 @@ Shader "ConformalDecals/Decal Back"
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float3 viewDir;
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float3 worldPos;
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};
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void vert (inout appdata_full v) {
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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float2 uv_MainTex = IN.uv_MainTex;
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float2 uv_BumpMap = IN.uv_BumpMap;
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float2 uv_MainTex = 0;
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fixed row = floor(uv_MainTex.y);
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// 45° rotation
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uv_MainTex.x = IN.uv_MainTex.x - IN.uv_MainTex.y;
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uv_MainTex.y = IN.uv_MainTex.x + IN.uv_MainTex.y;
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// stagger every other row
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int row = floor(uv_MainTex.y);
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uv_MainTex.x += row * _RowOffset;
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uv_MainTex.y *= 2;
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float4 color = _Color * tex2D(_MainTex,(uv_MainTex));
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float3 normal = UnpackNormal(tex2D(_BumpMap, uv_BumpMap));
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