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
This commit is contained in:
2020-05-24 18:09:03 -07:00
parent 289988cf11
commit f630fb2215
3 changed files with 196 additions and 105 deletions

View File

@ -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