mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Major shader overhaul
• All shaders merged into one using shader variants • new SDF-based antialiasing engine • Smoothness on SDFs is now disabled
This commit is contained in:
@ -1,26 +1,91 @@
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#ifndef DECALS_COMMON_INCLUDED
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#define DECALS_COMMON_INCLUDED
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#include "AutoLight.cginc"
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#include "Lighting.cginc"
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#define CLIP_MARGIN 0.1
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// UNIFORM VARIABLES
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// Projection matrix, normal, and tangent vectors
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float4x4 _ProjectionMatrix;
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float3 _DecalNormal;
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float3 _DecalTangent;
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// Common Shading Paramaters
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float _Cutoff;
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float _DecalOpacity;
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float4 _Background;
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sampler2D _Decal;
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float4 _Decal_ST;
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// Variant Shading Parameters
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#ifdef DECAL_BASE_NORMAL
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sampler2D _BumpMap;
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float4 _BumpMap_ST;
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float _EdgeWearStrength;
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float _EdgeWearOffset;
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#endif //DECAL_BASE_NORMAL
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#ifdef DECAL_BUMPMAP
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sampler2D _BumpMap;
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float4 _BumpMap_ST;
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#endif //DECAL_BUMPMAP
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#ifdef DECAL_SPECMAP
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sampler2D _SpecMap;
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float4 _SpecMap_ST;
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fixed _Shininess;
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#endif //DECAL_SPECMAP
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#ifdef DECAL_EMISSIVE
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sampler2D _Emissive;
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float4 _Emissive_ST;
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fixed4 _Emissive_Color;
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#endif //DECAL_EMISSIVE
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// KSP EFFECTS
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// opacity and color
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float _Opacity;
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float4 _Color;
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float _RimFalloff;
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float4 _RimColor;
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// fog
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float4 _LocalCameraPos;
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float4 _LocalCameraDir;
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float4 _UnderwaterFogColor;
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float _UnderwaterMinAlphaFogDistance;
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float _UnderwaterMaxAlbedoFog;
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float _UnderwaterMaxAlphaFog;
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float _UnderwaterAlbedoDistanceScalar;
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float _UnderwaterAlphaDistanceScalar;
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float _UnderwaterFogFactor;
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// SURFACE INPUT STRUCT
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struct DecalSurfaceInput
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{
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float3 uv;
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float2 uv_decal;
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#ifdef DECAL_NORMAL
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float2 uv_bump;
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#endif //DECAL_NORMAL
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#ifdef DECAL_BUMPMAP
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float2 uv_bumpmap;
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#endif //DECAL_BUMPMAP
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#ifdef DECAL_SPECULAR
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float2 uv_spec;
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#endif //DECAL_SPECULAR
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#ifdef DECAL_SPECMAP
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float2 uv_specmap;
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#endif //DECAL_SPECMAP
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#ifdef DECAL_EMISSIVE
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float2 uv_glow;
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float2 uv_emissive;
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#endif //DECAL_EMISSIVE
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#ifdef DECAL_BASE_NORMAL
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float3 normal;
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#endif
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float3 vertex_normal;
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float3 viewDir;
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float3 worldPosition;
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};
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@ -59,20 +124,6 @@ struct v2f
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#endif //UNITY_PASS_FORWARDADD
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};
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// Projection matrix, normal, and tangent vectors
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float4x4 _ProjectionMatrix;
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float3 _DecalNormal;
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float3 _DecalTangent;
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#ifdef DECAL_BASE_NORMAL
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sampler2D _BumpMap;
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float4 _BumpMap_ST;
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#endif //DECAL_BASE_NORMAL
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float _Cutoff;
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float _DecalOpacity;
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float _Opacity;
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float4 _Background;
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inline void decalClipAlpha(float alpha) {
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#ifndef DECAL_PREVIEW
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@ -88,200 +139,23 @@ inline float CalcMipLevel(float2 texture_coord) {
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return 0.5 * log2(delta_max_sqr);
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}
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// modifed version of the KSP BlinnPhong because it does some weird things
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inline fixed4 LightingBlinnPhongDecal(SurfaceOutput 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.Specular*128.0) * s.Gloss;
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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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// 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_forward(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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inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
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float3 q = abs(p - 0.5) - 0.5; // 1x1 square/cube centered at (0.5,0.5)
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//float dist = length(max(q,0)) + min(max(q.x,max(q.y,q.z)),0.0); // true SDF
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#ifdef DECAL_PREVIEW
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o.uv_decal = v.texcoord;
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return 10 * max(q.x, q.y); // 2D pseudo SDF
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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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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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// declare data
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DecalSurfaceInput i;
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SurfaceOutput o;
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fixed4 c = 0;
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// setup world-space TBN vectors
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UNITY_EXTRACT_TBN(IN);
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float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
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// setup world-space light and view direction vectors
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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float dist = max(max(q.x, q.y), q.z); // pseudo SDF
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float ndist = -dot(normal, projNormal); // SDF to normal
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return 10 * max(dist, ndist); // return intersection
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#endif
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
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float3 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 texture outside of xyz bounds
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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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#endif //DECAL_PREVIEW
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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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#ifdef DECAL_NORMAL
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i.uv_bump = TRANSFORM_TEX(uv_projected, _DecalBumpMap);
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#endif //DECAL_NORMAL
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#ifdef DECAL_SPECULAR
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i.uv_spec = TRANSFORM_TEX(uv_projected, _SpecMap);
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#endif //DECAL_SPECULAR
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#ifdef DECAL_EMISSIVE
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i.uv_glow = TRANSFORM_TEX(uv_projected, _GlowMap);
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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.normal = IN.normal;
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i.viewDir = viewDir;
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i.worldPosition = worldPosition;
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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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#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.Gloss = lerp(_Background.a, o.Gloss, 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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// compute lighting & shadowing factor
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
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// compute world normal
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float3 WorldNormal;
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WorldNormal.x = dot(_unity_tbn_0, o.Normal);
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WorldNormal.y = dot(_unity_tbn_1, o.Normal);
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WorldNormal.z = dot(_unity_tbn_2, o.Normal);
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WorldNormal = normalize(WorldNormal);
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o.Normal = WorldNormal;
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//call modified KSP lighting function
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c += LightingBlinnPhongDecal(o, lightDir, worldViewDir, atten);
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// Forward base emission and ambient/vertex lighting
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#ifdef UNITY_PASS_FORWARDBASE
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c.rgb += o.Emission;
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c.rgb += o.Albedo * IN.vlight;
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c.a = o.Alpha;
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#endif //UNITY_PASS_FORWARDBASE
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// Forward add multiply by alpha
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#ifdef UNITY_PASS_FORWARDADD
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c.rgb *= o.Alpha;
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#endif
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return c;
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}
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#endif
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inline float SDFAA(float dist) {
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float ddist = length(float2(ddx(dist), ddy(dist)));
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float pixelDist = dist / ddist;
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return saturate(0.5-pixelDist);
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return saturate(0.5 - dist);
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}
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#endif
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