mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
More aggressive shader cleanup
This commit is contained in:
parent
c19a0c2889
commit
dd40e54ef3
@ -5,6 +5,7 @@
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#include "LightingKSPDeferred.cginc"
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#define CLIP_MARGIN 0.05
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#define EDGE_MARGIN 0.01
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@ -149,4 +150,250 @@ inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
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#endif //DECAL_PREVIEW
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}
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// declare surf function,
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// this must be defined in any shader using this cginc
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
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v2f vert(appdata_decal v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.normal = v.normal;
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#ifdef DECAL_PREVIEW
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o.uv_decal = v.texcoord;
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#else
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o.uv_decal = mul (_ProjectionMatrix, v.vertex);
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#endif //DECAL_PREVIEW
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#ifdef DECAL_BASE_NORMAL
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o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
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#endif //DECAL_BASE_NORMAL
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float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
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// use tangent of base geometry
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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#else
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// use tangent of projector
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fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
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fixed3 worldBinormal = cross(decalTangent, worldNormal);
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fixed3 worldTangent = cross(worldNormal, worldBinormal);
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#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
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// forward base pass specific lighting code
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#ifdef UNITY_PASS_FORWARDBASE
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// SH/ambient light
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#if UNITY_SHOULD_SAMPLE_SH
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float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
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o.vlight = shlight;
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#else
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o.vlight = 0.0;
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#endif // UNITY_SHOULD_SAMPLE_SH
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// vertex light
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#ifdef VERTEXLIGHT_ON
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o.vlight += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPosition, worldNormal );
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#endif // VERTEXLIGHT_ON
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#endif // UNITY_PASS_FORWARDBASE
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// pass shadow and, possibly, light cookie coordinates to pixel shader
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UNITY_TRANSFER_LIGHTING(o, 0.0);
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#ifdef UNITY_PASS_DEFERRED
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o.screenUV = o.pos.xyw;
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// Correct flip when rendering with a flipped projection matrix.
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// (I've observed this differing between the Unity scene & game views)
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o.screenUV.y *= _ProjectionParams.x;
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#endif
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return o;
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}
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SurfaceOutput frag_common(v2f IN, out float3 viewDir, out UnityGI gi) {
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SurfaceOutput o;
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// setup world-space TBN vectors
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UNITY_EXTRACT_TBN(IN);
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float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
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#ifdef DECAL_PREVIEW
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fixed4 uv_projected = IN.uv_decal;
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#else
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// perform decal projection
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fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
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clip(uv_projected.xyz + CLIP_MARGIN);
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clip(CLIP_MARGIN + (1-uv_projected.xyz));
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#endif //DECAL_PREVIEW
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// declare data
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DecalSurfaceInput i;
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// initialize surface input
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UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
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i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
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i.uv = uv_projected;
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#ifdef DECAL_BUMPMAP
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i.uv_bumpmap = TRANSFORM_TEX(uv_projected, _BumpMap);
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#endif //DECAL_BUMPMAP
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#ifdef DECAL_SPECMAP
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i.uv_specmap = TRANSFORM_TEX(uv_projected, _SpecMap);
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#endif //DECAL_SPECMAP
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#ifdef DECAL_EMISSIVE
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i.uv_emissive = TRANSFORM_TEX(uv_projected, _Emissive);
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#endif //DECAL_EMISSIVE
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#ifdef DECAL_BASE_NORMAL
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#ifdef DECAL_PREVIEW
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i.normal = fixed3(0,0,1);
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#else
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i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
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#endif //DECAL_PREVIEW
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#endif //DECAL_BASE_NORMAL
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i.vertex_normal = IN.normal;
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i.viewDir = viewDir;
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i.worldPosition = worldPos;
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// initialize surface output
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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o.Normal = fixed3(0,0,1);
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// call surface function
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surf(i, o);
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// compute world normal
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float3 worldN;
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worldN.x = dot(_unity_tbn_0, o.Normal);
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worldN.y = dot(_unity_tbn_1, o.Normal);
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worldN.z = dot(_unity_tbn_2, o.Normal);
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worldN = normalize(worldN);
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o.Normal = worldN;
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// compute lighting & shadowing factor
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#if UNITY_PASS_DEFERRED
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fixed atten = 0;
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#else
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
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#endif
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// setup GI
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UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
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gi.indirect.diffuse = 0;
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gi.indirect.specular = 0;
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gi.light.color = 0;
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gi.light.dir = half3(0,1,0);
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// setup light information in forward modes
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#ifndef UNITY_PASS_DEFERRED
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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gi.light.color = _LightColor0.rgb;
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gi.light.dir = lightDir;
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#endif
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// Call GI (lightmaps/SH/reflections) lighting function
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UnityGIInput giInput;
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UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
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giInput.light = gi.light;
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giInput.worldPos = worldPos;
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giInput.worldViewDir = worldViewDir;
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giInput.atten = atten;
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giInput.ambient = 0.0;
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LightingBlinnPhongSmooth_GI(o, giInput, gi);
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#ifdef DECAL_PREVIEW
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if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
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o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
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o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
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o.Specular = lerp(_Background.a, o.Specular, o.Alpha);
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o.Emission = lerp(0, o.Emission, o.Alpha);
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o.Alpha = _Opacity;
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#endif //DECAL_PREVIEW
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return o;
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}
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fixed4 frag_forward(v2f IN) : SV_Target
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{
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fixed3 viewDir = 0;
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UnityGI gi;
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SurfaceOutput o = frag_common(IN, viewDir, gi);
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//call modified KSP lighting function
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return LightingBlinnPhongSmooth(o, viewDir, gi);
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}
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void frag_deferred (v2f IN,
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out half4 outGBuffer0 : SV_Target0,
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out half4 outGBuffer1 : SV_Target1,
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#if defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW)
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out half4 outGBuffer2 : SV_Target2,
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#endif
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out half4 outEmission : SV_Target3)
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{
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#if !(defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW))
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half4 outGBuffer2 = 0; // define dummy normal buffer when we're not writing to it
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#endif
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float3 viewDir;
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UnityGI gi;
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SurfaceOutput o = frag_common(IN, viewDir, gi);
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#ifdef DECAL_PREVIEW
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o.Alpha = 1;
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#endif
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outEmission = LightingBlinnPhongSmooth_Deferred(o, viewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
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#ifndef UNITY_HDR_ON
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outEmission.rgb = exp2(-outEmission.rgb);
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#endif
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outGBuffer0.a = o.Alpha;
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outGBuffer1 *= o.Alpha;
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outGBuffer2.a = o.Alpha;
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outEmission.a = o.Alpha;
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}
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void frag_deferred_prepass(v2f IN, out half4 outGBuffer1: SV_Target1) {
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float3 viewDir;
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UnityGI gi;
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SurfaceOutput o = frag_common(IN, viewDir, gi);
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outGBuffer1 = o.Alpha;
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}
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#endif
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@ -1,71 +0,0 @@
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#ifndef DECALS_LIGHTING_INCLUDED
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#define DECALS_LIGHTING_INCLUDED
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#include "UnityPBSLighting.cginc"
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#include "LegacyToStandard.cginc"
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// modifed version of the KSP BlinnPhong because it does some weird things
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inline fixed4 LightingBlinnPhongDecal(SurfaceOutputStandardSpecular s, fixed3 lightDir, half3 viewDir, fixed atten)
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{
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s.Normal = normalize(s.Normal);
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half3 h = normalize(lightDir + viewDir);
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fixed diff = max(0, dot(s.Normal, lightDir));
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float nh = max(0, dot(s.Normal, h));
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float spec = pow(nh, s.Smoothness*128.0) * s.Specular; // specular and smoothness inverted from usual KSP lighting function
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fixed4 c = 0;
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c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
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return c;
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}
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// KSP underwater fog function
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float4 UnderwaterFog(float3 worldPos, float3 color)
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{
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float3 toPixel = worldPos - _LocalCameraPos.xyz;
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float toPixelLength = length(toPixel);
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float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w;
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float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(toPixelLength * _UnderwaterAlbedoDistanceScalar));
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float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate((toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
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return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
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}
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inline half4 KSPLightingStandardSpecular_Deferred (SurfaceOutputStandardSpecular s, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2, out half4 outEmission)
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{
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GetStandardSpecularPropertiesFromLegacy(s.Smoothness, s.Specular, _SpecColor, s.Smoothness, s.Specular);
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// energy conservation
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half oneMinusReflectivity;
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s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, oneMinusReflectivity);
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UnityStandardData data;
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data.diffuseColor = s.Albedo;
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data.occlusion = s.Occlusion;
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data.specularColor = s.Specular;
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data.smoothness = s.Smoothness;
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data.normalWorld = s.Normal;
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// RT0: diffuse color (rgb), occlusion (a) - sRGB rendertarget
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outGBuffer0 = half4(data.diffuseColor, data.occlusion);
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// RT1: spec color (rgb), smoothness (a) - sRGB rendertarget
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outGBuffer1 = half4(data.specularColor, data.smoothness);
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// RT2: normal (rgb), --unused, very low precision-- (a)
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outGBuffer2 = half4(data.normalWorld * 0.5f + 0.5f, 1.0f);
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outEmission = half4(s.Emission, s.Alpha);
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#ifndef UNITY_HDR_ON
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outEmission.rgb = saturate(exp2(-outEmission.rgb));
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#endif
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return outEmission;
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}
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#endif
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@ -1,253 +0,0 @@
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#ifndef DECALS_SURFACE_INCLUDED
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#define DECALS_SURFACE_INCLUDED
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#include "DecalsCommon.cginc"
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#include "LightingKSPDeferred.cginc"
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// declare surf function,
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// this must be defined in any shader using this cginc
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
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v2f vert(appdata_decal v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.normal = v.normal;
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#ifdef DECAL_PREVIEW
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o.uv_decal = v.texcoord;
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#else
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o.uv_decal = mul (_ProjectionMatrix, v.vertex);
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#endif //DECAL_PREVIEW
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#ifdef DECAL_BASE_NORMAL
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o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
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#endif //DECAL_BASE_NORMAL
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float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
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// use tangent of base geometry
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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#else
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// use tangent of projector
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fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
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fixed3 worldBinormal = cross(decalTangent, worldNormal);
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fixed3 worldTangent = cross(worldNormal, worldBinormal);
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#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
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// forward base pass specific lighting code
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#ifdef UNITY_PASS_FORWARDBASE
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// SH/ambient light
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#if UNITY_SHOULD_SAMPLE_SH
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float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
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o.vlight = shlight;
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#else
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o.vlight = 0.0;
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#endif // UNITY_SHOULD_SAMPLE_SH
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// vertex light
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#ifdef VERTEXLIGHT_ON
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o.vlight += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPosition, worldNormal );
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#endif // VERTEXLIGHT_ON
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#endif // UNITY_PASS_FORWARDBASE
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// pass shadow and, possibly, light cookie coordinates to pixel shader
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UNITY_TRANSFER_LIGHTING(o, 0.0);
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#ifdef UNITY_PASS_DEFERRED
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o.screenUV = o.pos.xyw;
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// Correct flip when rendering with a flipped projection matrix.
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// (I've observed this differing between the Unity scene & game views)
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o.screenUV.y *= _ProjectionParams.x;
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#endif
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return o;
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}
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SurfaceOutput frag_common(v2f IN, out float3 viewDir, out UnityGI gi) {
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SurfaceOutput o;
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// setup world-space TBN vectors
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UNITY_EXTRACT_TBN(IN);
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float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
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#ifdef DECAL_PREVIEW
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fixed4 uv_projected = IN.uv_decal;
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#else
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// perform decal projection
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fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
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clip(uv_projected.xyz + CLIP_MARGIN);
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clip(CLIP_MARGIN + (1-uv_projected.xyz));
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#endif //DECAL_PREVIEW
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// declare data
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DecalSurfaceInput i;
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// initialize surface input
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UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
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i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
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i.uv = uv_projected;
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#ifdef DECAL_BUMPMAP
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i.uv_bumpmap = TRANSFORM_TEX(uv_projected, _BumpMap);
|
||||
#endif //DECAL_BUMPMAP
|
||||
|
||||
#ifdef DECAL_SPECMAP
|
||||
i.uv_specmap = TRANSFORM_TEX(uv_projected, _SpecMap);
|
||||
#endif //DECAL_SPECMAP
|
||||
|
||||
#ifdef DECAL_EMISSIVE
|
||||
i.uv_emissive = TRANSFORM_TEX(uv_projected, _Emissive);
|
||||
#endif //DECAL_EMISSIVE
|
||||
|
||||
#ifdef DECAL_BASE_NORMAL
|
||||
#ifdef DECAL_PREVIEW
|
||||
i.normal = fixed3(0,0,1);
|
||||
#else
|
||||
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
|
||||
#endif //DECAL_PREVIEW
|
||||
#endif //DECAL_BASE_NORMAL
|
||||
|
||||
i.vertex_normal = IN.normal;
|
||||
i.viewDir = viewDir;
|
||||
i.worldPosition = worldPos;
|
||||
|
||||
// initialize surface output
|
||||
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);
|
||||
|
||||
// call surface function
|
||||
surf(i, o);
|
||||
|
||||
// compute world normal
|
||||
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;
|
||||
|
||||
// compute lighting & shadowing factor
|
||||
#if UNITY_PASS_DEFERRED
|
||||
fixed atten = 0;
|
||||
#else
|
||||
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
|
||||
#endif
|
||||
|
||||
// setup GI
|
||||
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
|
||||
gi.indirect.diffuse = 0;
|
||||
gi.indirect.specular = 0;
|
||||
gi.light.color = 0;
|
||||
gi.light.dir = half3(0,1,0);
|
||||
|
||||
// setup light information in forward modes
|
||||
#ifndef UNITY_PASS_DEFERRED
|
||||
#ifndef USING_DIRECTIONAL_LIGHT
|
||||
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
|
||||
#else
|
||||
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
|
||||
#endif
|
||||
gi.light.color = _LightColor0.rgb;
|
||||
gi.light.dir = lightDir;
|
||||
#endif
|
||||
|
||||
// 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.ambient = 0.0;
|
||||
|
||||
LightingBlinnPhongSmooth_GI(o, giInput, gi);
|
||||
|
||||
#ifdef DECAL_PREVIEW
|
||||
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
|
||||
|
||||
o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
|
||||
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
|
||||
o.Specular = lerp(_Background.a, o.Specular, o.Alpha);
|
||||
o.Emission = lerp(0, o.Emission, o.Alpha);
|
||||
o.Alpha = _Opacity;
|
||||
#endif //DECAL_PREVIEW
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag_forward(v2f IN) : SV_Target
|
||||
{
|
||||
fixed3 viewDir = 0;
|
||||
UnityGI gi;
|
||||
|
||||
SurfaceOutput o = frag_common(IN, viewDir, gi);
|
||||
|
||||
//call modified KSP lighting function
|
||||
return LightingBlinnPhongSmooth(o, viewDir, gi);
|
||||
}
|
||||
|
||||
void frag_deferred (v2f IN,
|
||||
out half4 outGBuffer0 : SV_Target0,
|
||||
out half4 outGBuffer1 : SV_Target1,
|
||||
#if defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW)
|
||||
out half4 outGBuffer2 : SV_Target2,
|
||||
#endif
|
||||
out half4 outEmission : SV_Target3)
|
||||
{
|
||||
#if !(defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW))
|
||||
half4 outGBuffer2 = 0; // define dummy normal buffer when we're not writing to it
|
||||
#endif
|
||||
|
||||
float3 viewDir;
|
||||
UnityGI gi;
|
||||
SurfaceOutput o = frag_common(IN, viewDir, gi);
|
||||
|
||||
#ifdef DECAL_PREVIEW
|
||||
o.Alpha = 1;
|
||||
#endif
|
||||
|
||||
outEmission = LightingBlinnPhongSmooth_Deferred(o, viewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
|
||||
|
||||
#ifndef UNITY_HDR_ON
|
||||
outEmission.rgb = exp2(-outEmission.rgb);
|
||||
#endif
|
||||
|
||||
outGBuffer0.a = o.Alpha;
|
||||
outGBuffer1 *= o.Alpha;
|
||||
outGBuffer2.a = o.Alpha;
|
||||
outEmission.a = o.Alpha;
|
||||
}
|
||||
|
||||
void frag_deferred_prepass(v2f IN, out half4 outGBuffer1: SV_Target1) {
|
||||
float3 viewDir;
|
||||
UnityGI gi;
|
||||
|
||||
SurfaceOutput o = frag_common(IN, viewDir, gi);
|
||||
|
||||
outGBuffer1 = o.Alpha;
|
||||
}
|
||||
|
||||
#endif
|
@ -1,3 +1,4 @@
|
||||
#include "DecalsCommon.cginc"
|
||||
#include "SDF.cginc"
|
||||
|
||||
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
|
||||
|
@ -66,10 +66,6 @@
|
||||
#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 "StandardDecal.cginc"
|
||||
|
||||
ENDCG
|
||||
@ -96,10 +92,6 @@
|
||||
#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 "StandardDecal.cginc"
|
||||
|
||||
ENDCG
|
||||
@ -123,7 +115,6 @@
|
||||
#pragma multi_compile_local __ DECAL_BASE_NORMAL
|
||||
#pragma multi_compile_local __ DECAL_SDF_ALPHA
|
||||
|
||||
#include "DecalsSurface.cginc"
|
||||
#include "StandardDecal.cginc"
|
||||
|
||||
ENDCG
|
||||
@ -159,7 +150,6 @@
|
||||
#pragma multi_compile_local __ DECAL_EMISSIVE
|
||||
#pragma multi_compile_local __ DECAL_SDF_ALPHA
|
||||
|
||||
#include "DecalsSurface.cginc"
|
||||
#include "StandardDecal.cginc"
|
||||
|
||||
ENDCG
|
||||
|
Loading…
Reference in New Issue
Block a user