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

@ -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" }
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert alpha vertex:vert
#pragma target 4.0
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalBiNormal;
sampler2D _Decal;
sampler2D _DecalBumpMap;
sampler2D _BumpMap;
float _Cutoff;
float _Opacity;
float _NormalWear;
[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
struct Input
{
float4 decal : TEXCOORD0;
float2 uv_BumpMap : TEXCOORD1;
float4 position : SV_POSITION;
float3 normal : NORMAL;
};
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
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;
}
#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"
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 projUV = UNITY_PROJ_COORD(IN.decal);
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
}
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;
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(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;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}