mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
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
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@ -42,6 +42,9 @@ Shader "ConformalDecals/Feature/Bumped"
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sampler2D _Decal;
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sampler2D _DecalBumpMap;
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float4 _Decal_ST;
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float4 _DecalBumpMap_ST;
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float _Cutoff;
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float _Opacity;
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@ -50,27 +53,29 @@ Shader "ConformalDecals/Feature/Bumped"
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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fixed4 projUV = UNITY_PROJ_COORD(IN.uv_decal);
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fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
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// since I cant easily affect the clamping mode in KSP, do it here
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clip(projUV.xyz);
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clip(1-projUV.xyz);
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clip(uv_projected.xyz);
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clip(1-uv_projected.xyz);
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// clip backsides
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clip(dot(_DecalNormal, IN.normal));
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float4 color = tex2D(_Decal, projUV);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
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float4 color = tex2D(_Decal, uv_decal);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, uv_decal));
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// clip alpha
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clip(color.a - _Cutoff);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = color.a * _Opacity;
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o.Emission = emission;
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o.Normal = DECAL_ORIENT_NORMAL(normal, IN);
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o.Normal = normal;
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}
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ENDCG
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@ -97,6 +102,9 @@ Shader "ConformalDecals/Feature/Bumped"
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sampler2D _Decal;
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sampler2D _DecalBumpMap;
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float4 _Decal_ST;
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float4 _DecalBumpMap_ST;
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float _Cutoff;
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float _Opacity;
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float _RimFalloff;
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@ -104,27 +112,29 @@ Shader "ConformalDecals/Feature/Bumped"
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void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
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{
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fixed4 projUV = UNITY_PROJ_COORD(IN.uv_decal);
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fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
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// since I cant easily affect the clamping mode in KSP, do it here
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clip(projUV.xyz);
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clip(1-projUV.xyz);
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clip(uv_projected.xyz);
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clip(1-uv_projected.xyz);
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// clip backsides
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clip(dot(_DecalNormal, IN.normal));
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float4 color = tex2D(_Decal, projUV);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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float2 uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
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float4 color = tex2D(_Decal, uv_decal);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, uv_decal));
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// clip alpha
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clip(color.a - _Cutoff);
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
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float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
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o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
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o.Alpha = color.a * _Opacity;
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o.Emission = emission;
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o.Normal = DECAL_ORIENT_NORMAL(normal, IN);
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o.Normal = normal;
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}
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ENDCG
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