Simplify decal library

• Instead of splitting between two cginc files, declare the surf function without defining it in DecalsCommon.cginc and only include that.
• Add queue value to shader so that doesnt have to be defined automatically. Also add z-offset
feature-multiSDF
Andrew Cassidy 4 years ago
parent 8594b8bf28
commit da6d72b0e7

@ -10,8 +10,10 @@ Shader "ConformalDecals/Feature/BumpedVert"
}
SubShader
{
Tags { "Queue" = "Geometry+400" }
ZWrite Off
ZTest LEqual
Offset -1, -1
Pass
{
@ -56,8 +58,6 @@ Shader "ConformalDecals/Feature/BumpedVert"
o.Alpha = 1;//color.a * _Opacity;
}
#include "DecalsSurface.cginc"
ENDCG
}

@ -37,8 +37,134 @@ struct v2f
UNITY_SHADOW_COORDS(6)
};
// Projection matrix, normal, and tangent vectors
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalTangent;
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
v2f vert_forward_base(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
//fixed3 worldTangent = fixed3(0,0,0);//UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(worldTangent, worldNormal);
worldTangent = cross(worldNormal, worldBinormal);
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
UNITY_TRANSFER_LIGHTING(o, 0.0); // pass shadow and, possibly, light cookie coordinates to pixel shader
return o;
}
fixed4 frag_forward_base(v2f IN) : SV_Target
{
DecalSurfaceInput i;
SurfaceOutput o;
fixed4 c = 0;
UNITY_EXTRACT_TBN(IN);
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTan = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = IN.uv_decal;
#ifdef DECAL_BASE_NORMAL
i.uv_base = IN.uv_base;
#endif
i.normal = IN.normal;
i.viewDir = viewDir;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
fixed3 normalWorldVertex = fixed3(0,0,1);
// call surface function
surf(i, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
giInput.lightmapUV = 0.0;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
LightingBlinnPhong_GI(o, giInput, gi);
//KSP lighting function
//c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
c += LightingBlinnPhong(o, worldViewDir, gi);
c.rgb += o.Emission;
c.xyz = (worldTan * 0.5) + 0.5;
c.a = 1;
return c;
}
#endif

@ -1,130 +0,0 @@
#ifndef DECALS_SURFACE_INCLUDED
#define DECALS_SURFACE_INCLUDED
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
v2f vert_forward_base(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
//fixed3 worldTangent = fixed3(0,0,0);//UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(worldTangent, worldNormal);
worldTangent = cross(worldNormal, worldBinormal);
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
UNITY_TRANSFER_LIGHTING(o, 0.0); // pass shadow and, possibly, light cookie coordinates to pixel shader
return o;
}
fixed4 frag_forward_base(v2f IN) : SV_Target
{
DecalSurfaceInput i;
SurfaceOutput o;
fixed4 c = 0;
UNITY_EXTRACT_TBN(IN);
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTan = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = IN.uv_decal;
#ifdef DECAL_BASE_NORMAL
i.uv_base = IN.uv_base;
#endif
i.normal = IN.normal;
i.viewDir = viewDir;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
fixed3 normalWorldVertex = fixed3(0,0,1);
// call surface function
surf(i, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
giInput.lightmapUV = 0.0;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
LightingBlinnPhong_GI(o, giInput, gi);
//KSP lighting function
//c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
c += LightingBlinnPhong(o, worldViewDir, gi);
c.rgb += o.Emission;
//c.xyz = (worldTan * 0.5) + 0.5;
return c;
}
#endif
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