Commit Graph

37 Commits

Author SHA1 Message Date
9c8d48d42c
Fix zbuffer writing in bounds shader 2020-06-18 14:15:59 -07:00
bbbaedfa6c
Shader formatting 2020-06-17 16:43:14 -07:00
d80d5158f1
fix cutoff value on shaders 2020-06-11 22:02:13 -07:00
b247e9af4e
Add visible bounding boxes around projection area 2020-06-11 19:59:53 -07:00
da1b241677
Add glow shader for bounding cube 2020-06-11 18:57:43 -07:00
ce580f8a41
Add generic decals set 2020-06-11 14:19:31 -07:00
f335aec8ba
Add SDF shaders 2020-06-11 14:14:59 -07:00
93196d5b65
Hopefully fix decals when used with certain parts 2020-06-09 21:13:36 -07:00
2756617a3d
Fix icon color when disabled in VAB menu 2020-06-09 13:23:34 -07:00
714f23736d
Remove unused assets 2020-06-09 13:17:17 -07:00
0393ab0263
Decal shader changes, try to fix lighting additive pass 2020-06-08 00:03:26 -07:00
a9458eb3f2
Add semiotic decal atlas 2020-06-07 13:06:56 -07:00
d0d5f6c763
- 2020-06-06 12:33:59 -07:00
2592f15c4c
Add agency and custom category (for use with WBTools) 2020-06-06 01:06:32 -07:00
b8b8e9bc24
rename background color property to make KSP happy 2020-06-05 21:26:57 -07:00
b28e5ee7d1
Rework back shader and textures, add flag 2020-06-05 00:30:46 -07:00
22150574df
Big refactor to enable preview materials
• add shader variants for decal previewing
• start to add code for part icon
• refactor material properties to be serializable
todo:
• fix decal preview scale (need to call UpdateScale on detached state)
• fix texture preview in part icon
• adjust culling per-object when rendering (turns out cull and ztest values are used by unity at the render time, not by the shader itself, so they can be adjusted in material property blocks!)
2020-06-04 00:12:09 -07:00
5fef800f21
Dont zwrite decal shaders 2020-06-01 21:27:36 -07:00
6e07433eed
Fix ForwardAdd overlap in shader
This requires some code change to actually work (the material Queue also needs to be updated dynamically)
2020-05-31 18:25:29 -07:00
9a8a347cc7
update shader to disable culling 2020-05-30 23:09:53 -07:00
7959667f23
Rename wrinke texture 2020-05-25 20:34:55 -07:00
c158f7a702
Add specular paint shader 2020-05-25 10:35:32 -07:00
4827bb5b36
Move projection code into shared library 2020-05-24 18:16:23 -07:00
392c995789
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
2020-05-24 18:09:03 -07:00
27ac9691b7
Compute world-space normal in programmable portion of the shader 2020-05-24 16:48:37 -07:00
8fafe968d2
I guess that doesnt do anything. odd 2020-05-24 16:16:17 -07:00
ed2fb2c2bd
Shader fixes and cleanup 2020-05-24 16:05:29 -07:00
be788f7e9f
Enable multi-pass forward rendering 2020-05-24 11:41:09 -07:00
cf51677e06
Shader cleanup and use KSP's Blinn Phong BRDF 2020-05-24 10:46:50 -07:00
558a212904
Rearrange DecalProjector so Unity sees it 2020-05-23 22:10:51 -07:00
3b811e00f1
Remove debug code so it actually works 2020-05-23 22:10:27 -07:00
b5b821424a
Simplify decal library
• Instead of splitting between two cginc files, declare the surf function without defining it in DecalsCommon.cginc and only include that.
• Add queue value to shader so that doesnt have to be defined automatically. Also add z-offset
2020-05-23 21:52:39 -07:00
45482f285f
Fix formatting in DecalBack.shader 2020-05-23 21:18:43 -07:00
8d5e512136
Backside shader 2020-05-23 21:16:00 -07:00
d443779c9b
Add more textures 2020-05-23 21:12:12 -07:00
4532fb2dd0
Add test textures 2020-05-22 16:42:33 -07:00
4c34e24e42
Reorganization to work with Unity project 2020-05-22 15:09:20 -07:00