Revert world-space normal change and write paint shader

• Revert previous change to compute world normal in the surf function, was unnecessary for edge wear effect
• Rewrite paint shader with new library
• Allow for texture scaling and tiling in decals
feature-multiSDF
Andrew Cassidy 4 years ago
parent 289988cf11
commit f630fb2215

@ -42,6 +42,9 @@ Shader "ConformalDecals/Feature/Bumped"
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _Cutoff;
float _Opacity;
@ -50,27 +53,29 @@ Shader "ConformalDecals/Feature/Bumped"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
fixed4 projUV = UNITY_PROJ_COORD(IN.uv_decal);
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// since I cant easily affect the clamping mode in KSP, do it here
clip(projUV.xyz);
clip(1-projUV.xyz);
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float4 color = tex2D(_Decal, projUV);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
float4 color = tex2D(_Decal, uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, uv_decal));
// 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;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _Opacity;
o.Emission = emission;
o.Normal = DECAL_ORIENT_NORMAL(normal, IN);
o.Normal = normal;
}
ENDCG
@ -97,6 +102,9 @@ Shader "ConformalDecals/Feature/Bumped"
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _Cutoff;
float _Opacity;
float _RimFalloff;
@ -104,27 +112,29 @@ Shader "ConformalDecals/Feature/Bumped"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
fixed4 projUV = UNITY_PROJ_COORD(IN.uv_decal);
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// since I cant easily affect the clamping mode in KSP, do it here
clip(projUV.xyz);
clip(1-projUV.xyz);
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float4 color = tex2D(_Decal, projUV);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
float4 color = tex2D(_Decal, uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, uv_decal));
// 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;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _Opacity;
o.Emission = emission;
o.Normal = DECAL_ORIENT_NORMAL(normal, IN);
o.Normal = normal;
}
ENDCG

@ -1,80 +1,169 @@
Shader "ConformalDecals/Paint/Diffuse"
{
Properties
{
_Decal ("Cookie", 2D) = "gray" {}
_BumpMap("_BumpMap", 2D) = "bump" {}
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_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
_NormalWear("_NormalWear", Range(0,100)) = 50
}
SubShader
{
Tags { "Queue" = "Geometry" }
[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
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
CGPROGRAM
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
sampler2D _Decal;
sampler2D _BumpMap;
float4 _Decal_ST;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _Cutoff;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
#pragma surface surf Lambert alpha vertex:vert
#pragma target 4.0
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalBiNormal;
sampler2D _Decal;
sampler2D _DecalBumpMap;
sampler2D _BumpMap;
float _Cutoff;
float _Opacity;
float _NormalWear;
// since I cant easily affect the clamping mode in KSP, do it here
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
float4 color = tex2D(_Decal, uv_decal);
// clip alpha
clip(color.a - _Cutoff);
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_base));
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;
}
struct Input
{
float4 decal : TEXCOORD0;
float2 uv_BumpMap : TEXCOORD1;
float4 position : SV_POSITION;
float3 normal : NORMAL;
};
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
void vert (inout appdata_full v, out Input o) {
o.decal = mul (_ProjectionMatrix, v.vertex);
o.uv_BumpMap = v.texcoord.xy;
o.position = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
}
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 projUV = UNITY_PROJ_COORD(IN.decal);
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
sampler2D _Decal;
sampler2D _BumpMap;
float4 _Decal_ST;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _Cutoff;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// since I cant easily affect the clamping mode in KSP, do it here
clip(projUV.xyz);
clip(1-projUV.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
// since I cant easily affect the clamping mode in KSP, do it here
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
float4 color = tex2D(_Decal, uv_decal);
// clip alpha
clip(color.a - _Cutoff);
float4 color = tex2D(_Decal, projUV);
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
color.a *= (1 - (_NormalWear * (1 - dot(normal, fixed3(0,0,1)))));
clip (color.a - _Cutoff);
fixed2 normalGradient = fixed2(ddx(normal.z), ddy(normal.z));
float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_base));
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);
o.Albedo = color.rgb;
//o.Albedo = projUV;
o.Normal = normal;
o.Alpha = color.a * _Opacity;
}
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;
}
ENDCG
}
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

@ -1,17 +1,6 @@
#ifndef DECALS_COMMON_INCLUDED
#define DECALS_COMMON_INCLUDED
inline fixed3 OrientNormal(float3 normal, float4 tSpace0, float4 tSpace1, float4 tSpace2) {
float3 WorldNormal;
WorldNormal.x = dot(tSpace0.xyz, normal);
WorldNormal.y = dot(tSpace1.xyz, normal);
WorldNormal.z = dot(tSpace2.xyz, normal);
WorldNormal = normalize(WorldNormal);
return WorldNormal;
}
#define DECAL_ORIENT_NORMAL(normal, IN) OrientNormal(normal, IN.tSpace0, IN.tSpace1, IN.tSpace2)
struct DecalSurfaceInput
{
float4 uv_decal;
@ -21,10 +10,6 @@ struct DecalSurfaceInput
float3 normal;
float3 viewDir;
float3 worldPosition;
float4 tSpace0;
float4 tSpace1;
float4 tSpace2;
};
struct appdata_decal
@ -33,6 +18,7 @@ struct appdata_decal
float3 normal : NORMAL;
#ifdef DECAL_BASE_NORMAL
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
#endif //DECAL_BASE_NORMAL
};
@ -157,9 +143,6 @@ fixed4 frag_forward(v2f IN) : SV_Target
i.normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPosition;
i.tSpace0 = IN.tSpace0;
i.tSpace1 = IN.tSpace1;
i.tSpace2 = IN.tSpace2;
// initialize surface output
o.Albedo = 0.0;
@ -175,6 +158,15 @@ fixed4 frag_forward(v2f IN) : SV_Target
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
// compute world normal
float3 WorldNormal;
WorldNormal.x = dot(_unity_tbn_0, o.Normal);
WorldNormal.y = dot(_unity_tbn_1, o.Normal);
WorldNormal.z = dot(_unity_tbn_2, o.Normal);
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;
//KSP lighting function
c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);

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