Add specular paint shader

feature-multiSDF
Andrew Cassidy 4 years ago
parent 8ca3925e04
commit dc25576911

@ -4,7 +4,7 @@ Shader "ConformalDecals/Feature/Bumped"
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
_BumpMap("Decal Bump Map", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Opacity("_Opacity", Range(0,1) ) = 1
@ -35,16 +35,18 @@ Shader "ConformalDecals/Feature/Bumped"
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
sampler2D _Decal;
sampler2D _DecalBumpMap;
sampler2D _BumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float4 _BumpMap_ST;
float _Cutoff;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
#define DECAL_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
@ -54,7 +56,7 @@ Shader "ConformalDecals/Feature/Bumped"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_decal));
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_bump));
// clip alpha
clip(color.a - _Cutoff);
@ -84,16 +86,18 @@ Shader "ConformalDecals/Feature/Bumped"
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
sampler2D _Decal;
sampler2D _DecalBumpMap;
sampler2D _BumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float4 _BumpMap_ST;
float _Cutoff;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
#define DECAL_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
@ -103,7 +107,7 @@ Shader "ConformalDecals/Feature/Bumped"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_decal));
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_bump));
// clip alpha
clip(color.a - _Cutoff);

@ -0,0 +1,172 @@
Shader "ConformalDecals/Paint/Specular"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_SpecMap("Specular Map", 2D) = "black" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,100)) = 0
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Opacity("_Opacity", Range(0,1) ) = 1
[Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.4
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 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+400" }
ZWrite Off
ZTest LEqual
Offset -1, -1
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
sampler2D _Decal;
sampler2D _BumpMap;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _BumpMap_ST;
float4 _SpecMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _Cutoff;
float _Opacity;
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 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_base));
float3 specular = tex2D(_SpecMap, IN.uv_spec);
// clip alpha
clip(color.a - _Cutoff);
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));
color.a *= _Opacity;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a;
o.Emission = emission;
o.Normal = normal;
o.Specular = _Shininess;
o.Gloss = specular.r * color.a;
}
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
sampler2D _Decal;
sampler2D _BumpMap;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _BumpMap_ST;
float4 _SpecMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _Cutoff;
float _Opacity;
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 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_base));
float3 specular = tex2D(_SpecMap, IN.uv_spec);
// clip alpha
clip(color.a - _Cutoff);
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 * _Opacity;
o.Emission = emission;
o.Normal = normal;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -4,9 +4,23 @@
struct DecalSurfaceInput
{
float2 uv_decal;
#ifdef DECAL_NORMAL
float2 uv_bump;
#endif //DECAL_NORMAL
#ifdef DECAL_SPECULAR
float2 uv_spec;
#endif //DECAL_SPECULAR
#ifdef DECAL_EMISSIVE
float2 uv_glow;
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
float2 uv_base;
#endif //DECAL_BASE_NORMAL
float3 normal;
float3 viewDir;
float3 worldPosition;
@ -146,10 +160,24 @@ fixed4 frag_forward(v2f IN) : SV_Target
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);;
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
#ifdef DECAL_NORMAL
i.uv_bump = TRANSFORM_TEX(uv_projected, _BumpMap);
#endif //DECAL_NORMAL
#ifdef DECAL_SPECULAR
i.uv_spec = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECULAR
#ifdef DECAL_EMISSIVE
i.uv_glow = TRANSFORM_TEX(uv_projected, _GlowMap);
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
i.uv_base = IN.uv_base;
#endif
#endif //DECAL_BASE_NORMAL
i.normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPosition;
@ -178,12 +206,13 @@ fixed4 frag_forward(v2f IN) : SV_Target
//KSP lighting function
c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
c += LightingBlinnPhongSmooth(o, lightDir, worldViewDir, atten);
// Forward base emission and ambient/vertex lighting
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += o.Emission;
c.rgb += o.Albedo * IN.vlight;
c.a = saturate(c.a);
#endif //UNITY_PASS_FORWARDBASE
// Forward add multiply by alpha

@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:c1fdc5b0ace8225abd8a09a96f03666d5a127ac0ef1561eccde75a8df2dc885f
size 590087

@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:b107570db4498f60718879a417f1fc30322f3e6ac5f2029a45284b785b96de24
size 187725
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