mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
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24 Commits
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1c055a0285 | |||
1ad6a1fa50 | |||
261da9194b | |||
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0f383ccb65 | |||
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5db788ed37 | |||
5fc9394908 | |||
d8087cce3a | |||
7487d3fb04 | |||
533b1f1cf4 | |||
7980ef4791 | |||
4d2623a1c6 | |||
35381fae65 | |||
6360d222b0 | |||
00acb45e18 | |||
8acf17f189 | |||
4ed4676488 | |||
6d33d6e524 | |||
2e32de00e7 |
@ -23,8 +23,8 @@ dependencies: # Configure dependencies
|
||||
url: http://taniwha.org/~bill/Shabby_v0.1.2.zip
|
||||
zip: true
|
||||
deploy:
|
||||
- SpaceDock:
|
||||
enabled: true # activate/deactivate this deployment script
|
||||
mod-id: 2451 # The Spacedock mod ID for deployment
|
||||
- GitHub:
|
||||
enabled: true # activate/deactivate this deployment script
|
||||
SpaceDock:
|
||||
enabled: true # activate/deactivate this deployment script
|
||||
mod-id: 2451 # The Spacedock mod ID for deployment
|
||||
GitHub:
|
||||
enabled: true # activate/deactivate this deployment script
|
@ -14,10 +14,10 @@ Shader "ConformalDecals/Decal Back"
|
||||
_Shininess ("Shininess", Range (0.03, 10)) = 0.4
|
||||
|
||||
[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
|
||||
[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
|
||||
|
@ -3,34 +3,34 @@ Shader "ConformalDecals/Feature/Bumped"
|
||||
Properties
|
||||
{
|
||||
[Header(Texture Maps)]
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_DecalBumpMap("Decal Bump Map", 2D) = "bump" {}
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
|
||||
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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+100" }
|
||||
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
|
||||
Cull [_Cull]
|
||||
Ztest LEqual
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -78,8 +78,8 @@ Shader "ConformalDecals/Feature/Bumped"
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -127,4 +127,4 @@ Shader "ConformalDecals/Feature/Bumped"
|
||||
// shadow casting support
|
||||
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
|
||||
}
|
||||
}
|
||||
}
|
@ -3,37 +3,37 @@ Shader "ConformalDecals/Paint/Diffuse"
|
||||
Properties
|
||||
{
|
||||
[Header(Texture Maps)]
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
|
||||
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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+100" }
|
||||
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
|
||||
Cull [_Cull]
|
||||
Ztest LEqual
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -86,8 +86,8 @@ Shader "ConformalDecals/Paint/Diffuse"
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -140,4 +140,4 @@ Shader "ConformalDecals/Paint/Diffuse"
|
||||
// shadow casting support
|
||||
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
|
||||
}
|
||||
}
|
||||
}
|
@ -3,39 +3,39 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
|
||||
Properties
|
||||
{
|
||||
[Header(Texture Maps)]
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
|
||||
_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
|
||||
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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+100" }
|
||||
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
|
||||
Cull [_Cull]
|
||||
Ztest LEqual
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -95,8 +95,8 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -156,4 +156,4 @@ Shader "ConformalDecals/Paint/DiffuseSDF"
|
||||
// shadow casting support
|
||||
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
|
||||
}
|
||||
}
|
||||
}
|
@ -3,42 +3,42 @@ Shader "ConformalDecals/Paint/Specular"
|
||||
Properties
|
||||
{
|
||||
[Header(Texture Maps)]
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
_SpecMap("Specular Map", 2D) = "black" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
_SpecMap("Specular Map", 2D) = "black" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
[Header(Specularity)]
|
||||
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
|
||||
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
|
||||
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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+100" }
|
||||
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
|
||||
Cull [_Cull]
|
||||
Ztest LEqual
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -100,8 +100,8 @@ Shader "ConformalDecals/Paint/Specular"
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -162,4 +162,4 @@ Shader "ConformalDecals/Paint/Specular"
|
||||
// shadow casting support
|
||||
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
|
||||
}
|
||||
}
|
||||
}
|
@ -3,44 +3,44 @@ Shader "ConformalDecals/Paint/SpecularSDF"
|
||||
Properties
|
||||
{
|
||||
[Header(Texture Maps)]
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
_SpecMap("Specular Map", 2D) = "black" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_Decal("Decal Texture", 2D) = "gray" {}
|
||||
_BumpMap("Bump Map", 2D) = "bump" {}
|
||||
_SpecMap("Specular Map", 2D) = "black" {}
|
||||
|
||||
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
|
||||
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
|
||||
|
||||
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
_Smoothness ("SDF smoothness", Range(0,1)) = 0.15
|
||||
_SmoothnessMipScale ("Smoothness fadeout", Range(0,1)) = 0.1
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
_DecalOpacity("Opacity", Range(0,1) ) = 1
|
||||
_Background("Background Color", Color) = (0.9,0.9,0.9,0.7)
|
||||
|
||||
[Header(Specularity)]
|
||||
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
|
||||
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
|
||||
|
||||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", int) = 2
|
||||
[Toggle(DECAL_PREVIEW)] _Preview ("Preview", int) = 0
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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
|
||||
|
||||
[Header(Effects)]
|
||||
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 1
|
||||
[PerRendererData]_Color("_Color", Color) = (1,1,1,1)
|
||||
[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+100" }
|
||||
Tags { "Queue" = "Geometry+100" "IgnoreProjector" = "true"}
|
||||
Cull [_Cull]
|
||||
Ztest LEqual
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -108,8 +108,8 @@ Shader "ConformalDecals/Paint/SpecularSDF"
|
||||
Pass
|
||||
{
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
Tags { "LightMode" = "ForwardAdd" }
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_forward
|
||||
@ -177,4 +177,4 @@ Shader "ConformalDecals/Paint/SpecularSDF"
|
||||
// shadow casting support
|
||||
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
|
||||
}
|
||||
}
|
||||
}
|
@ -91,17 +91,17 @@ inline float CalcMipLevel(float2 texture_coord) {
|
||||
// modifed version of the KSP BlinnPhong because it does some weird things
|
||||
inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
|
||||
{
|
||||
s.Normal = normalize(s.Normal);
|
||||
half3 h = normalize(lightDir + viewDir);
|
||||
s.Normal = normalize(s.Normal);
|
||||
half3 h = normalize(lightDir + viewDir);
|
||||
|
||||
fixed diff = max(0, dot(s.Normal, lightDir));
|
||||
fixed diff = max(0, dot(s.Normal, lightDir));
|
||||
|
||||
float nh = max(0, dot(s.Normal, h));
|
||||
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
|
||||
float nh = max(0, dot(s.Normal, h));
|
||||
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
|
||||
|
||||
fixed4 c = 0;
|
||||
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
|
||||
return c;
|
||||
fixed4 c = 0;
|
||||
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
|
||||
return c;
|
||||
}
|
||||
|
||||
// declare surf function,
|
||||
|
@ -3,18 +3,18 @@
|
||||
|
||||
inline fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
|
||||
{
|
||||
s.Normal = normalize(s.Normal);
|
||||
half3 h = normalize(lightDir + viewDir);
|
||||
s.Normal = normalize(s.Normal);
|
||||
half3 h = normalize(lightDir + viewDir);
|
||||
|
||||
fixed diff = max(0, dot(s.Normal, lightDir));
|
||||
fixed diff = max(0, dot(s.Normal, lightDir));
|
||||
|
||||
float nh = max(0, dot(s.Normal, h));
|
||||
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
|
||||
float nh = max(0, dot(s.Normal, h));
|
||||
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
|
||||
|
||||
fixed4 c;
|
||||
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
|
||||
c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
|
||||
return c;
|
||||
fixed4 c;
|
||||
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
|
||||
c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
@ -22,12 +22,12 @@ inline fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, fixed3 lightDir, half3 v
|
||||
|
||||
inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
|
||||
{
|
||||
// half diff = max (0, dot (s.Normal, lightDir));
|
||||
// half diff = max (0, dot (s.Normal, lightDir));
|
||||
|
||||
half4 c;
|
||||
c.rgb = s.Albedo;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
half4 c;
|
||||
c.rgb = s.Albedo;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
@ -35,10 +35,10 @@ inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
|
||||
|
||||
inline half4 LightingUnlit_PrePass(SurfaceOutput s, half4 light)
|
||||
{
|
||||
half4 c;
|
||||
c.rgb = s.Albedo;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
half4 c;
|
||||
c.rgb = s.Albedo;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
@ -53,21 +53,21 @@ fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { retur
|
||||
float4 _Color;
|
||||
half _LightBoost;
|
||||
half4 LightingLightWrapped(SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
|
||||
float3 w = _Color.rgb*0.5;
|
||||
half3 NdotL = dot(s.Normal, lightDir);
|
||||
float3 w = _Color.rgb*0.5;
|
||||
half3 NdotL = dot(s.Normal, lightDir);
|
||||
|
||||
//Specular term
|
||||
half3 h = normalize(lightDir + viewDir);
|
||||
s.Normal = normalize(s.Normal);
|
||||
float NdotH = dot(s.Normal, h);
|
||||
float spec = pow(max(NdotH, 0), s.Specular * 128.0) * s.Gloss;
|
||||
fixed3 specColor = _SpecColor.rgb * _LightColor0.rgb;
|
||||
//Specular term
|
||||
half3 h = normalize(lightDir + viewDir);
|
||||
s.Normal = normalize(s.Normal);
|
||||
float NdotH = dot(s.Normal, h);
|
||||
float spec = pow(max(NdotH, 0), s.Specular * 128.0) * s.Gloss;
|
||||
fixed3 specColor = _SpecColor.rgb * _LightColor0.rgb;
|
||||
|
||||
half3 diff = NdotL * (1 - w) + w;
|
||||
half4 c;
|
||||
c.rgb = ((s.Albedo * _LightColor0.rgb * diff) + (specColor * spec)) * (atten * _LightBoost);
|
||||
c.a = s.Alpha + (_LightColor0.a * _SpecColor.a * spec * atten);
|
||||
return c;
|
||||
half3 diff = NdotL * (1 - w) + w;
|
||||
half4 c;
|
||||
c.rgb = ((s.Albedo * _LightColor0.rgb * diff) + (specColor * spec)) * (atten * _LightBoost);
|
||||
c.a = s.Alpha + (_LightColor0.a * _SpecColor.a * spec * atten);
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
@ -84,19 +84,19 @@ float _UnderwaterFogFactor;
|
||||
|
||||
float4 UnderwaterFog(float3 worldPos, float3 color)
|
||||
{
|
||||
float3 toPixel = worldPos - _LocalCameraPos.xyz;
|
||||
float toPixelLength = length(toPixel); ///< Comment out the math--looks better without it.
|
||||
//float angleDot = dot(_LocalCameraDir.xyz, toPixel / toPixelLength);
|
||||
//angleDot = lerp(0.00000001, angleDot, saturate(sign(angleDot)));
|
||||
//float waterDist = -_LocalCameraPos.w / angleDot;
|
||||
//float dist = min(toPixelLength, waterDist);
|
||||
float3 toPixel = worldPos - _LocalCameraPos.xyz;
|
||||
float toPixelLength = length(toPixel); ///< Comment out the math--looks better without it.
|
||||
//float angleDot = dot(_LocalCameraDir.xyz, toPixel / toPixelLength);
|
||||
//angleDot = lerp(0.00000001, angleDot, saturate(sign(angleDot)));
|
||||
//float waterDist = -_LocalCameraPos.w / angleDot;
|
||||
//float dist = min(toPixelLength, waterDist);
|
||||
|
||||
|
||||
float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w; ///< sign(1 - sign(_LocalCameraPos.w));
|
||||
float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(toPixelLength * _UnderwaterAlbedoDistanceScalar));
|
||||
float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate((toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
|
||||
float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w; ///< sign(1 - sign(_LocalCameraPos.w));
|
||||
float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(toPixelLength * _UnderwaterAlbedoDistanceScalar));
|
||||
float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate((toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
|
||||
|
||||
return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
|
||||
return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
|
||||
}
|
||||
|
||||
#endif
|
@ -2,22 +2,23 @@ Shader "ConformalDecals/SelectionGlow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Effects)]
|
||||
_RimEdgeGlow("Rim Edge Glow", Range(0, 1)) = 0.45
|
||||
_RimEdgePow("Rim Edge Falloff", Range(0,5)) = 5
|
||||
_RimEdgeOpacity("Rim Edge Opacity", Range(0,1)) = 0.2
|
||||
_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
|
||||
_RimColor("Rim Color", Color) = (0,0,0,0)
|
||||
_RimOpacity("Rim Opacity", Range(0,1)) = 0.5
|
||||
[Header(Effects)]
|
||||
_RimEdgeGlow("Rim Edge Glow", Range(0, 1)) = 0.45
|
||||
_RimEdgePow("Rim Edge Falloff", Range(0,5)) = 5
|
||||
_RimEdgeOpacity("Rim Edge Opacity", Range(0,1)) = 0.2
|
||||
_RimFalloff("Rim Falloff", Range(0.01,5) ) = 0.1
|
||||
_RimColor("Rim Color", Color) = (0,0,0,0)
|
||||
_RimOpacity("Rim Opacity", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue" = "Transparent" }
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" }
|
||||
Cull Back
|
||||
ZWrite Off
|
||||
|
||||
Pass
|
||||
{
|
||||
Blend One One
|
||||
Blend One One
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
@ -70,4 +71,4 @@ Shader "ConformalDecals/SelectionGlow"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
Binary file not shown.
@ -1,4 +1,7 @@
|
||||
CONFORMALDECALS {
|
||||
decalLayer = 31
|
||||
selectableInFlight = false
|
||||
|
||||
SHADERBLACKLIST {
|
||||
shader = DepthMask
|
||||
shader = KSP/Alpha/Cutoff
|
||||
|
Binary file not shown.
@ -6,7 +6,7 @@
|
||||
{
|
||||
"MAJOR":0,
|
||||
"MINOR":1,
|
||||
"PATCH":1,
|
||||
"PATCH":4,
|
||||
"BUILD":0
|
||||
},
|
||||
"KSP_VERSION":
|
||||
@ -22,7 +22,7 @@
|
||||
},
|
||||
"KSP_VERSION_MAX":{
|
||||
"MAJOR":1,
|
||||
"MINOR":9,
|
||||
"MINOR":10,
|
||||
"PATCH":99
|
||||
}
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
# Conformal Decals v0.1.1
|
||||
# Conformal Decals v0.1.4
|
||||
[](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals) [](https://creativecommons.org/licenses/by-sa/4.0/) [](https://www.gnu.org/licenses/gpl-3.0)
|
||||
|
||||

|
||||
@ -8,10 +8,11 @@ Conformal Decals adds a set of decal stickers to KSP, as well as providing a fra
|
||||
## Dependencies
|
||||
|
||||
Required:
|
||||
- KSP (1.8.x to 1.9.x)
|
||||
- KSP (1.8.x to 1.10.x)
|
||||
- B9 Part Switch (2.16.0). Bundled with release.
|
||||
- ModuleManager (4.1.3). Bundled with release.
|
||||
- Shabby (0.1.2). Bundled with release.
|
||||
|
||||
Optional:
|
||||
- Wild Blue Tools. For custom decals category in the VAB and SPH.
|
||||
|
||||
|
@ -54,17 +54,19 @@
|
||||
<Compile Include="DecalConfig.cs" />
|
||||
<Compile Include="DecalIconFixer.cs" />
|
||||
<Compile Include="DecalPropertyIDs.cs" />
|
||||
<Compile Include="MaterialModifiers\MaterialColorProperty.cs" />
|
||||
<Compile Include="MaterialModifiers\MaterialFloatProperty.cs" />
|
||||
<Compile Include="MaterialModifiers\MaterialProperty.cs" />
|
||||
<Compile Include="MaterialModifiers\MaterialPropertyCollection.cs" />
|
||||
<Compile Include="MaterialModifiers\MaterialTextureProperty.cs" />
|
||||
<Compile Include="MaterialProperties\MaterialColorProperty.cs" />
|
||||
<Compile Include="MaterialProperties\MaterialFloatProperty.cs" />
|
||||
<Compile Include="MaterialProperties\MaterialProperty.cs" />
|
||||
<Compile Include="MaterialProperties\MaterialPropertyCollection.cs" />
|
||||
<Compile Include="MaterialProperties\MaterialTextureProperty.cs" />
|
||||
<Compile Include="ModuleConformalFlag.cs" />
|
||||
<Compile Include="ProjectionTarget.cs" />
|
||||
<Compile Include="ModuleConformalDecal.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Test\TestLayers.cs" />
|
||||
<Compile Include="Util\Logging.cs" />
|
||||
<Compile Include="Util\OrientedBounds.cs" />
|
||||
<Compile Include="Util\ParseUtil.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
|
@ -1,14 +1,20 @@
|
||||
using System.Collections.Generic;
|
||||
using ConformalDecals.Util;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
||||
namespace ConformalDecals {
|
||||
public static class DecalConfig {
|
||||
private static Texture2D _blankNormal;
|
||||
private static Texture2D _blankNormal;
|
||||
private static List<string> _shaderBlacklist;
|
||||
|
||||
private static int _decalLayer = 31;
|
||||
private static bool _selectableInFlight = false;
|
||||
|
||||
public static Texture2D BlankNormal => _blankNormal;
|
||||
|
||||
public static int DecalLayer => _decalLayer;
|
||||
|
||||
public static bool SelectableInFlight => _selectableInFlight;
|
||||
|
||||
public static bool IsBlacklisted(Shader shader) {
|
||||
return IsBlacklisted(shader.name);
|
||||
}
|
||||
@ -22,6 +28,9 @@ namespace ConformalDecals {
|
||||
foreach (var shaderName in blacklist.GetValuesList("shader")) {
|
||||
_shaderBlacklist.Add(shaderName);
|
||||
}
|
||||
|
||||
ParseUtil.ParseIntIndirect(ref _decalLayer, node, "decalLayer");
|
||||
ParseUtil.ParseBoolIndirect(ref _selectableInFlight, node, "selectableInFlight");
|
||||
}
|
||||
}
|
||||
|
||||
@ -30,7 +39,7 @@ namespace ConformalDecals {
|
||||
var width = 2;
|
||||
var height = 2;
|
||||
var color = new Color32(255, 128, 128, 128);
|
||||
var colors = new Color32[] { color, color, color, color };
|
||||
var colors = new[] {color, color, color, color};
|
||||
|
||||
var tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
|
||||
for (var x = 0; x <= width; x++) {
|
||||
@ -38,11 +47,13 @@ namespace ConformalDecals {
|
||||
tex.SetPixels32(colors);
|
||||
}
|
||||
}
|
||||
|
||||
tex.Apply();
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
// ReSharper disable once UnusedMember.Global
|
||||
public static void ModuleManagerPostLoad() {
|
||||
_shaderBlacklist = new List<string>();
|
||||
|
||||
@ -55,6 +66,14 @@ namespace ConformalDecals {
|
||||
}
|
||||
}
|
||||
|
||||
// setup physics for decals, ignore collision with everything
|
||||
Physics.IgnoreLayerCollision(_decalLayer, 1, true); // default
|
||||
Physics.IgnoreLayerCollision(_decalLayer, 17, true); // EVA
|
||||
Physics.IgnoreLayerCollision(_decalLayer, 19, true); // PhysicalObjects
|
||||
Physics.IgnoreLayerCollision(_decalLayer, 23, true); // AeroFXIgnore
|
||||
Physics.IgnoreLayerCollision(_decalLayer, 26, true); // wheelCollidersIgnore
|
||||
Physics.IgnoreLayerCollision(_decalLayer, 27, true); // wheelColliders
|
||||
|
||||
_blankNormal = MakeBlankNormal();
|
||||
}
|
||||
}
|
||||
|
@ -1,79 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.MaterialModifiers {
|
||||
public abstract class MaterialProperty : ScriptableObject {
|
||||
public string PropertyName {
|
||||
get => _propertyName;
|
||||
set {
|
||||
_propertyName = value;
|
||||
_propertyID = Shader.PropertyToID(_propertyName);
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField] protected int _propertyID;
|
||||
[SerializeField] protected string _propertyName;
|
||||
|
||||
public virtual void ParseNode(ConfigNode node) {
|
||||
if (node == null) throw new ArgumentNullException(nameof(node));
|
||||
|
||||
PropertyName = node.GetValue("name");
|
||||
Debug.Log($"Parsing material property {_propertyName}");
|
||||
}
|
||||
|
||||
public abstract void Modify(Material material);
|
||||
|
||||
private delegate bool TryParseDelegate<T>(string valueString, out T value);
|
||||
|
||||
protected bool ParsePropertyBool(ConfigNode node, string valueName, bool isOptional = false, bool defaultValue = false) {
|
||||
return ParsePropertyValue(node, valueName, bool.TryParse, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
protected float ParsePropertyFloat(ConfigNode node, string valueName, bool isOptional = false, float defaultValue = 0.0f) {
|
||||
return ParsePropertyValue(node, valueName, float.TryParse, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
protected int ParsePropertyInt(ConfigNode node, string valueName, bool isOptional = false, int defaultValue = 0) {
|
||||
return ParsePropertyValue(node, valueName, int.TryParse, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
protected Color ParsePropertyColor(ConfigNode node, string valueName, bool isOptional = false, Color defaultValue = default) {
|
||||
return ParsePropertyValue(node, valueName, ParseExtensions.TryParseColor, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
protected Rect ParsePropertyRect(ConfigNode node, string valueName, bool isOptional = false, Rect defaultValue = default) {
|
||||
return ParsePropertyValue(node, valueName, ParseExtensions.TryParseRect, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
protected Vector2 ParsePropertyVector2(ConfigNode node, string valueName, bool isOptional = false, Vector2 defaultValue = default) {
|
||||
return ParsePropertyValue(node, valueName, ParseExtensions.TryParseVector2, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
private T ParsePropertyValue<T>(ConfigNode node, string valueName, TryParseDelegate<T> tryParse, bool isOptional = false, T defaultValue = default) {
|
||||
string valueString = node.GetValue(valueName);
|
||||
|
||||
if (isOptional) {
|
||||
if (string.IsNullOrEmpty(valueString)) return defaultValue;
|
||||
}
|
||||
else {
|
||||
if (valueString == null)
|
||||
throw new FormatException($"Missing {typeof(T)} value for {valueName} in property '{PropertyName}'");
|
||||
|
||||
if (valueString == string.Empty)
|
||||
throw new FormatException($"Empty {typeof(T)} value for {valueName} in property '{PropertyName}'");
|
||||
}
|
||||
|
||||
if (tryParse(valueString, out var value)) {
|
||||
return value;
|
||||
}
|
||||
|
||||
if (isOptional) {
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
else {
|
||||
throw new FormatException($"Improperly formatted {typeof(T)} value for {valueName} in property '{PropertyName}' : '{valueString}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,18 +1,19 @@
|
||||
using System;
|
||||
using ConformalDecals.Util;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.MaterialModifiers {
|
||||
namespace ConformalDecals.MaterialProperties {
|
||||
public class MaterialColorProperty : MaterialProperty {
|
||||
[SerializeField] public Color color;
|
||||
[SerializeField] public Color32 color = new Color32(0, 0, 0, byte.MaxValue);
|
||||
|
||||
public override void ParseNode(ConfigNode node) {
|
||||
base.ParseNode(node);
|
||||
|
||||
color = ParsePropertyColor(node, "color", true, color);
|
||||
ParseUtil.ParseColor32Indirect(ref color, node, "color");
|
||||
}
|
||||
|
||||
public override void Modify(Material material) {
|
||||
if (material == null) throw new ArgumentNullException("material cannot be null");
|
||||
if (material == null) throw new ArgumentNullException(nameof(material));
|
||||
|
||||
material.SetColor(_propertyID, color);
|
||||
}
|
@ -1,18 +1,19 @@
|
||||
using System;
|
||||
using ConformalDecals.Util;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.MaterialModifiers {
|
||||
namespace ConformalDecals.MaterialProperties {
|
||||
public class MaterialFloatProperty : MaterialProperty {
|
||||
[SerializeField] public float value;
|
||||
|
||||
public override void ParseNode(ConfigNode node) {
|
||||
base.ParseNode(node);
|
||||
|
||||
value = ParsePropertyFloat(node, "value", true, value);
|
||||
ParseUtil.ParseFloatIndirect(ref value, node, "value");
|
||||
}
|
||||
|
||||
public override void Modify(Material material) {
|
||||
if (material == null) throw new ArgumentNullException("material cannot be null");
|
||||
if (material == null) throw new ArgumentNullException(nameof(material));
|
||||
|
||||
material.SetFloat(_propertyID, value);
|
||||
}
|
@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.MaterialProperties {
|
||||
public abstract class MaterialProperty : ScriptableObject {
|
||||
public string PropertyName {
|
||||
get => _propertyName;
|
||||
set {
|
||||
_propertyName = value;
|
||||
_propertyID = Shader.PropertyToID(_propertyName);
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField] protected int _propertyID;
|
||||
[SerializeField] protected string _propertyName;
|
||||
|
||||
public virtual void ParseNode(ConfigNode node) {
|
||||
if (node == null) throw new ArgumentNullException(nameof(node));
|
||||
|
||||
PropertyName = node.GetValue("name");
|
||||
Debug.Log($"Parsing material property {_propertyName}");
|
||||
}
|
||||
|
||||
public abstract void Modify(Material material);
|
||||
}
|
||||
}
|
@ -1,11 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization;
|
||||
using ConformalDecals.Util;
|
||||
using UniLinq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace ConformalDecals.MaterialModifiers {
|
||||
namespace ConformalDecals.MaterialProperties {
|
||||
public class MaterialPropertyCollection : ScriptableObject, ISerializationCallbackReceiver {
|
||||
public int RenderQueue {
|
||||
get => _renderQueue;
|
||||
@ -163,8 +164,8 @@ namespace ConformalDecals.MaterialModifiers {
|
||||
}
|
||||
|
||||
public T ParseProperty<T>(ConfigNode node) where T : MaterialProperty {
|
||||
var propertyName = node.GetValue("name");
|
||||
if (string.IsNullOrEmpty(propertyName)) throw new ArgumentException("node has no name");
|
||||
string propertyName = "";
|
||||
if (!ParseUtil.ParseStringIndirect(ref propertyName, node, "name")) throw new ArgumentException("node has no name");
|
||||
|
||||
var newProperty = AddOrGetProperty<T>(propertyName);
|
||||
newProperty.ParseNode(node);
|
@ -1,7 +1,8 @@
|
||||
using System;
|
||||
using ConformalDecals.Util;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.MaterialModifiers {
|
||||
namespace ConformalDecals.MaterialProperties {
|
||||
public class MaterialTextureProperty : MaterialProperty {
|
||||
[SerializeField] public bool isNormal;
|
||||
[SerializeField] public bool isMain;
|
||||
@ -9,7 +10,7 @@ namespace ConformalDecals.MaterialModifiers {
|
||||
[SerializeField] public bool autoTile;
|
||||
|
||||
[SerializeField] private string _textureUrl;
|
||||
[SerializeField] private Texture2D _texture;
|
||||
[SerializeField] private Texture2D _texture = Texture2D.whiteTexture;
|
||||
|
||||
[SerializeField] private bool _hasTile;
|
||||
[SerializeField] private Rect _tileRect;
|
||||
@ -42,24 +43,17 @@ namespace ConformalDecals.MaterialModifiers {
|
||||
public override void ParseNode(ConfigNode node) {
|
||||
base.ParseNode(node);
|
||||
|
||||
isNormal = ParsePropertyBool(node, "isNormalMap", true, (PropertyName == "_BumpMap") || (PropertyName == "_DecalBumpMap") || isNormal);
|
||||
isMain = ParsePropertyBool(node, "isMain", true, isMain);
|
||||
autoScale = ParsePropertyBool(node, "autoScale", true, autoScale);
|
||||
autoTile = ParsePropertyBool(node, "autoTile", true, autoTile);
|
||||
ParseUtil.ParseBoolIndirect(ref isMain, node, "isMain");
|
||||
ParseUtil.ParseBoolIndirect(ref isNormal, node, "isNormalMap");
|
||||
ParseUtil.ParseBoolIndirect(ref autoScale, node, "autoScale");
|
||||
ParseUtil.ParseBoolIndirect(ref autoTile, node, "autoTile");
|
||||
|
||||
var textureUrl = node.GetValue("textureUrl");
|
||||
|
||||
if (string.IsNullOrEmpty(textureUrl)) {
|
||||
if (string.IsNullOrEmpty(_textureUrl)) {
|
||||
TextureUrl = "";
|
||||
}
|
||||
}
|
||||
else {
|
||||
TextureUrl = node.GetValue("textureUrl");
|
||||
if (!autoTile) {
|
||||
ParseUtil.ParseRectIndirect(ref _tileRect, node, "tile");
|
||||
}
|
||||
|
||||
if (node.HasValue("tile") && !autoTile) {
|
||||
SetTile(ParsePropertyRect(node, "tile", true, _tileRect));
|
||||
if (ParseUtil.ParseStringIndirect(ref _textureUrl, node, "textureUrl")) {
|
||||
_texture = LoadTexture(_textureUrl, isNormal);
|
||||
}
|
||||
}
|
||||
|
@ -1,11 +1,13 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using ConformalDecals.MaterialModifiers;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using ConformalDecals.MaterialProperties;
|
||||
using ConformalDecals.Util;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals {
|
||||
public class ModuleConformalDecal : PartModule {
|
||||
[SuppressMessage("ReSharper", "InconsistentNaming")]
|
||||
public enum DecalScaleMode {
|
||||
HEIGHT,
|
||||
WIDTH,
|
||||
@ -17,43 +19,21 @@ namespace ConformalDecals {
|
||||
|
||||
// CONFIGURABLE VALUES
|
||||
|
||||
/// <summary>
|
||||
/// Shader name. Should be one that supports decal projection.
|
||||
/// </summary>
|
||||
[KSPField] public string shader = "ConformalDecals/Paint/Diffuse";
|
||||
|
||||
/// <summary>
|
||||
/// Decal front transform name. Required
|
||||
/// </summary>
|
||||
[KSPField] public string decalFront = "Decal-Front";
|
||||
|
||||
/// <summary>
|
||||
/// Decal back transform name. Required if <see cref="updateBackScale"/> is true.
|
||||
/// </summary>
|
||||
[KSPField] public string decalBack = "Decal-Back";
|
||||
|
||||
/// <summary>
|
||||
/// Decal model transform name. Is rescaled to preview the decal scale when unattached.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If unspecified, the decal front transform is used instead.
|
||||
/// </remarks>
|
||||
[KSPField] public string decalModel = "Decal-Model";
|
||||
|
||||
/// <summary>
|
||||
/// Decal projector transform name. The decal will project along the +Z axis of this transform.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// if unspecified, the part "model" transform will be used instead.
|
||||
/// </remarks>
|
||||
[KSPField] public string decalFront = "Decal-Front";
|
||||
[KSPField] public string decalBack = "Decal-Back";
|
||||
[KSPField] public string decalModel = "Decal-Model";
|
||||
[KSPField] public string decalProjector = "Decal-Projector";
|
||||
[KSPField] public string decalCollider = "Decal-Collider";
|
||||
|
||||
// Parameters
|
||||
|
||||
[KSPField] public bool scaleAdjustable = true;
|
||||
[KSPField] public float defaultScale = 1;
|
||||
[KSPField] public Vector2 scaleRange = new Vector2(0, 4);
|
||||
[KSPField] public DecalScaleMode scaleMode = DecalScaleMode.HEIGHT;
|
||||
[KSPField] public bool scaleAdjustable = true;
|
||||
[KSPField] public float defaultScale = 1;
|
||||
[KSPField] public Vector2 scaleRange = new Vector2(0, 4);
|
||||
|
||||
[KSPField] public DecalScaleMode scaleMode = DecalScaleMode.HEIGHT;
|
||||
|
||||
[KSPField] public bool depthAdjustable = true;
|
||||
[KSPField] public float defaultDepth = 0.1f;
|
||||
@ -75,56 +55,40 @@ namespace ConformalDecals {
|
||||
[KSPField] public Vector2 tileSize;
|
||||
[KSPField] public int tileIndex = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Should the back material scale be updated automatically?
|
||||
/// </summary>
|
||||
[KSPField] public bool updateBackScale = true;
|
||||
|
||||
[KSPField] public bool selectableInFlight;
|
||||
|
||||
// INTERNAL VALUES
|
||||
|
||||
/// <summary>
|
||||
/// Decal scale factor, in meters.
|
||||
/// </summary>
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-scale", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
|
||||
UI_FloatRange(stepIncrement = 0.05f)]
|
||||
public float scale = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Projection depth value for the decal projector, in meters.
|
||||
/// </summary>
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-depth", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
|
||||
UI_FloatRange(stepIncrement = 0.02f)]
|
||||
public float depth = 0.2f;
|
||||
|
||||
/// <summary>
|
||||
/// Opacity value for the decal shader.
|
||||
/// </summary>
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-opacity", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "P0"),
|
||||
UI_FloatRange(stepIncrement = 0.05f)]
|
||||
public float opacity = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Alpha cutoff value for the decal shader.
|
||||
/// </summary>
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-cutoff", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "P0"),
|
||||
UI_FloatRange(stepIncrement = 0.05f)]
|
||||
public float cutoff = 0.5f;
|
||||
|
||||
/// <summary>
|
||||
/// Edge wear value for the decal shader. Only relevent when useBaseNormal is true and the shader is a paint shader
|
||||
/// </summary>
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-wear", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F0"),
|
||||
UI_FloatRange()]
|
||||
public float wear = 100;
|
||||
|
||||
[KSPField(isPersistant = true)] public bool projectMultiple; // reserved for future features. do not modify
|
||||
|
||||
[KSPField] public MaterialPropertyCollection materialProperties;
|
||||
|
||||
[KSPField] public Transform decalFrontTransform;
|
||||
[KSPField] public Transform decalBackTransform;
|
||||
[KSPField] public Transform decalModelTransform;
|
||||
[KSPField] public Transform decalProjectorTransform;
|
||||
|
||||
[KSPField] public Transform decalColliderTransform;
|
||||
|
||||
[KSPField] public Material backMaterial;
|
||||
[KSPField] public Vector2 backTextureBaseScale;
|
||||
|
||||
@ -137,10 +101,10 @@ namespace ConformalDecals {
|
||||
private bool _isAttached;
|
||||
private Matrix4x4 _orthoMatrix;
|
||||
|
||||
private Material _decalMaterial;
|
||||
private Material _previewMaterial;
|
||||
private BoxCollider _boundsCollider;
|
||||
|
||||
private Material _decalMaterial;
|
||||
private Material _previewMaterial;
|
||||
private MeshRenderer _boundsRenderer;
|
||||
|
||||
private int DecalQueue {
|
||||
get {
|
||||
_decalQueueCounter++;
|
||||
@ -169,43 +133,22 @@ namespace ConformalDecals {
|
||||
this.Log("Loading module");
|
||||
try {
|
||||
// SETUP TRANSFORMS
|
||||
|
||||
// find front transform
|
||||
decalFrontTransform = part.FindModelTransform(decalFront);
|
||||
if (decalFrontTransform == null) throw new FormatException($"Could not find decalFront transform: '{decalFront}'.");
|
||||
|
||||
// find back transform
|
||||
if (string.IsNullOrEmpty(decalBack)) {
|
||||
if (updateBackScale) {
|
||||
this.LogWarning("updateBackScale is true but has no specified decalBack transform!");
|
||||
this.LogWarning("Setting updateBackScale to false.");
|
||||
updateBackScale = false;
|
||||
}
|
||||
}
|
||||
else {
|
||||
decalBackTransform = part.FindModelTransform(decalBack);
|
||||
if (decalBackTransform == null) throw new FormatException($"Could not find decalBack transform: '{decalBack}'.");
|
||||
}
|
||||
decalBackTransform = part.FindModelTransform(decalBack);
|
||||
if (decalBackTransform == null) throw new FormatException($"Could not find decalBack transform: '{decalBack}'.");
|
||||
|
||||
// find model transform
|
||||
if (string.IsNullOrEmpty(decalModel)) {
|
||||
decalModelTransform = decalFrontTransform;
|
||||
}
|
||||
else {
|
||||
decalModelTransform = part.FindModelTransform(decalModel);
|
||||
if (decalModelTransform == null) throw new FormatException($"Could not find decalModel transform: '{decalModel}'.");
|
||||
}
|
||||
decalModelTransform = part.FindModelTransform(decalModel);
|
||||
if (decalModelTransform == null) throw new FormatException($"Could not find decalModel transform: '{decalModel}'.");
|
||||
|
||||
// find projector transform
|
||||
if (string.IsNullOrEmpty(decalProjector)) {
|
||||
decalProjectorTransform = part.transform;
|
||||
}
|
||||
else {
|
||||
decalProjectorTransform = part.FindModelTransform(decalProjector);
|
||||
if (decalProjectorTransform == null) throw new FormatException($"Could not find decalProjector transform: '{decalProjector}'.");
|
||||
}
|
||||
decalProjectorTransform = part.FindModelTransform(decalProjector);
|
||||
if (decalProjectorTransform == null) throw new FormatException($"Could not find decalProjector transform: '{decalProjector}'.");
|
||||
|
||||
// get back material if necessary
|
||||
decalColliderTransform = part.FindModelTransform(decalCollider);
|
||||
if (decalColliderTransform == null) throw new FormatException($"Could not find decalCollider transform: '{decalCollider}'.");
|
||||
|
||||
// SETUP BACK MATERIAL
|
||||
if (updateBackScale) {
|
||||
this.Log("Getting material and base scale for back material");
|
||||
var backRenderer = decalBackTransform.GetComponent<MeshRenderer>();
|
||||
@ -294,6 +237,12 @@ namespace ConformalDecals {
|
||||
public override void OnStart(StartState state) {
|
||||
this.Log("Starting module");
|
||||
|
||||
materialProperties.RenderQueue = DecalQueue;
|
||||
|
||||
_boundsRenderer = decalProjectorTransform.GetComponent<MeshRenderer>();
|
||||
|
||||
UpdateMaterials();
|
||||
|
||||
// handle tweakables
|
||||
if (HighLogic.LoadedSceneIsEditor) {
|
||||
GameEvents.onEditorPartEvent.Add(OnEditorEvent);
|
||||
@ -301,13 +250,10 @@ namespace ConformalDecals {
|
||||
|
||||
UpdateTweakables();
|
||||
}
|
||||
}
|
||||
|
||||
materialProperties.RenderQueue = DecalQueue;
|
||||
|
||||
_boundsCollider = decalProjectorTransform.GetComponent<BoxCollider>();
|
||||
|
||||
UpdateMaterials();
|
||||
|
||||
public override void OnStartFinished(StartState state) {
|
||||
// handle game events
|
||||
if (HighLogic.LoadedSceneIsGame) {
|
||||
// set initial attachment state
|
||||
if (part.parent == null) {
|
||||
@ -317,12 +263,33 @@ namespace ConformalDecals {
|
||||
OnAttach();
|
||||
}
|
||||
}
|
||||
|
||||
// handle flight events
|
||||
if (HighLogic.LoadedSceneIsFlight) {
|
||||
GameEvents.onPartWillDie.Add(OnPartWillDie);
|
||||
|
||||
if (part.parent == null) part.explode();
|
||||
|
||||
Part.layerMask |= 1 << DecalConfig.DecalLayer;
|
||||
decalColliderTransform.gameObject.layer = DecalConfig.DecalLayer;
|
||||
|
||||
if (!selectableInFlight || !DecalConfig.SelectableInFlight) {
|
||||
decalColliderTransform.GetComponent<Collider>().enabled = false;
|
||||
_boundsRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnDestroy() {
|
||||
// remove GameEvents
|
||||
GameEvents.onEditorPartEvent.Remove(OnEditorEvent);
|
||||
GameEvents.onVariantApplied.Remove(OnVariantApplied);
|
||||
if (HighLogic.LoadedSceneIsEditor) {
|
||||
GameEvents.onEditorPartEvent.Remove(OnEditorEvent);
|
||||
GameEvents.onVariantApplied.Remove(OnVariantApplied);
|
||||
}
|
||||
|
||||
if (HighLogic.LoadedSceneIsFlight) {
|
||||
GameEvents.onPartWillDie.Remove(OnPartWillDie);
|
||||
}
|
||||
|
||||
// remove from preCull delegate
|
||||
Camera.onPreCull -= Render;
|
||||
@ -381,6 +348,13 @@ namespace ConformalDecals {
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnPartWillDie(Part willDie) {
|
||||
if (willDie == part.parent) {
|
||||
this.Log("Parent part about to be destroyed! Killing decal part.");
|
||||
part.Die();
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnAttach() {
|
||||
if (part.parent == null) {
|
||||
this.LogError("Attach function called but part has no parent!");
|
||||
@ -423,6 +397,8 @@ namespace ConformalDecals {
|
||||
}
|
||||
|
||||
protected void UpdateScale() {
|
||||
scale = Mathf.Max(0.01f, scale);
|
||||
depth = Mathf.Max(0.01f, depth);
|
||||
var aspectRatio = materialProperties.AspectRatio;
|
||||
Vector2 size;
|
||||
|
||||
@ -463,7 +439,7 @@ namespace ConformalDecals {
|
||||
|
||||
// update projection
|
||||
foreach (var target in _targets) {
|
||||
target.Project(_orthoMatrix, decalProjectorTransform, _boundsCollider.bounds, useBaseNormal);
|
||||
target.Project(_orthoMatrix, decalProjectorTransform, _boundsRenderer.bounds, useBaseNormal);
|
||||
}
|
||||
}
|
||||
else {
|
||||
@ -597,7 +573,7 @@ namespace ConformalDecals {
|
||||
|
||||
public void Render(Camera camera) {
|
||||
if (!_isAttached) return;
|
||||
|
||||
|
||||
// render on each target object
|
||||
foreach (var target in _targets) {
|
||||
target.Render(_decalMaterial, part.mpb, camera);
|
||||
|
34
Source/ConformalDecals/Test/TestLayers.cs
Normal file
34
Source/ConformalDecals/Test/TestLayers.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.Test {
|
||||
public class TestLayers : PartModule {
|
||||
|
||||
[KSPField(guiActive = true)]
|
||||
public int layer = 2;
|
||||
|
||||
public override void OnStart(StartState state) {
|
||||
base.OnStart(state);
|
||||
|
||||
|
||||
Part.layerMask.value |= (1 << 3);
|
||||
}
|
||||
|
||||
public void Update() {
|
||||
foreach (var collider in GameObject.FindObjectsOfType<Collider>()) {
|
||||
if (collider.gameObject.layer == 3) {
|
||||
Debug.Log($"Has layer 3: {collider.gameObject.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[KSPEvent(guiActive = true, guiActiveEditor = true, guiName = "switch layers")]
|
||||
public void Switch() {
|
||||
Debug.Log(Part.layerMask.value);
|
||||
|
||||
var cube = part.FindModelTransform("test");
|
||||
layer = (layer + 1) % 32;
|
||||
cube.gameObject.layer = layer;
|
||||
}
|
||||
}
|
||||
}
|
216
Source/ConformalDecals/Util/ParseUtil.cs
Normal file
216
Source/ConformalDecals/Util/ParseUtil.cs
Normal file
@ -0,0 +1,216 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConformalDecals.Util {
|
||||
public static class ParseUtil {
|
||||
private static readonly Dictionary<string, Color> NamedColors = new Dictionary<string, Color>();
|
||||
private static readonly char[] Separator = {',', ' ', '\t'};
|
||||
|
||||
public delegate bool TryParseDelegate<T>(string valueString, out T value);
|
||||
|
||||
static ParseUtil() {
|
||||
// setup named colors
|
||||
foreach (var propertyInfo in typeof(Color).GetProperties(BindingFlags.Static | BindingFlags.Public)) {
|
||||
if (!propertyInfo.CanRead) continue;
|
||||
if (propertyInfo.PropertyType != typeof(Color)) continue;
|
||||
|
||||
NamedColors.Add(propertyInfo.Name, (Color) propertyInfo.GetValue(null, null));
|
||||
}
|
||||
|
||||
foreach (var propertyInfo in typeof(XKCDColors).GetProperties(BindingFlags.Static | BindingFlags.Public)) {
|
||||
if (!propertyInfo.CanRead) continue;
|
||||
if (propertyInfo.PropertyType != typeof(Color)) continue;
|
||||
|
||||
if (NamedColors.ContainsKey(propertyInfo.Name)) throw new Exception("duplicate key " + propertyInfo.Name);
|
||||
|
||||
NamedColors.Add(propertyInfo.Name, (Color) propertyInfo.GetValue(null, null));
|
||||
}
|
||||
}
|
||||
|
||||
public static string ParseString(ConfigNode node, string valueName, bool isOptional = false, string defaultValue = "") {
|
||||
if (!node.HasValue(valueName)) throw new FormatException($"Missing value for {valueName}");
|
||||
|
||||
return node.GetValue(valueName);
|
||||
}
|
||||
|
||||
public static bool ParseStringIndirect(ref string value, ConfigNode node, string valueName) {
|
||||
if (node.HasValue(valueName)) {
|
||||
value = node.GetValue(valueName);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool ParseBool(ConfigNode node, string valueName, bool isOptional = false, bool defaultValue = false) {
|
||||
return ParseValue(node, valueName, bool.TryParse, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseBoolIndirect(ref bool value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, bool.TryParse);
|
||||
}
|
||||
|
||||
public static float ParseFloat(ConfigNode node, string valueName, bool isOptional = false, float defaultValue = 0.0f) {
|
||||
return ParseValue(node, valueName, float.TryParse, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseFloatIndirect(ref float value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, float.TryParse);
|
||||
}
|
||||
|
||||
public static int ParseInt(ConfigNode node, string valueName, bool isOptional = false, int defaultValue = 0) {
|
||||
return ParseValue(node, valueName, int.TryParse, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseIntIndirect(ref int value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, int.TryParse);
|
||||
}
|
||||
|
||||
public static Color32 ParseColor32(ConfigNode node, string valueName, bool isOptional = false, Color32 defaultValue = default) {
|
||||
return ParseValue(node, valueName, TryParseColor32, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseColor32Indirect(ref Color32 value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, TryParseColor32);
|
||||
}
|
||||
|
||||
public static Rect ParseRect(ConfigNode node, string valueName, bool isOptional = false, Rect defaultValue = default) {
|
||||
return ParseValue(node, valueName, ParseExtensions.TryParseRect, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseRectIndirect(ref Rect value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, ParseExtensions.TryParseRect);
|
||||
}
|
||||
|
||||
public static Vector2 ParseVector2(ConfigNode node, string valueName, bool isOptional = false, Vector2 defaultValue = default) {
|
||||
return ParseValue(node, valueName, ParseExtensions.TryParseVector2, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseVector2Indirect(ref Vector2 value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, ParseExtensions.TryParseVector2);
|
||||
}
|
||||
|
||||
public static Vector3 ParseVector3(ConfigNode node, string valueName, bool isOptional = false, Vector3 defaultValue = default) {
|
||||
return ParseValue(node, valueName, ParseExtensions.TryParseVector3, isOptional, defaultValue);
|
||||
}
|
||||
|
||||
public static bool ParseVector3Indirect(ref Vector3 value, ConfigNode node, string valueName) {
|
||||
return ParseValueIndirect(ref value, node, valueName, ParseExtensions.TryParseVector3);
|
||||
}
|
||||
|
||||
public static T ParseValue<T>(ConfigNode node, string valueName, TryParseDelegate<T> tryParse, bool isOptional = false, T defaultValue = default) {
|
||||
string valueString = node.GetValue(valueName);
|
||||
|
||||
if (isOptional) {
|
||||
if (string.IsNullOrEmpty(valueString)) return defaultValue;
|
||||
}
|
||||
else {
|
||||
if (valueString == null)
|
||||
throw new FormatException($"Missing {typeof(T)} value for {valueName}");
|
||||
|
||||
if (valueString == string.Empty)
|
||||
throw new FormatException($"Empty {typeof(T)} value for {valueName}");
|
||||
}
|
||||
|
||||
if (tryParse(valueString, out var value)) {
|
||||
return value;
|
||||
}
|
||||
|
||||
if (isOptional) {
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
else {
|
||||
throw new FormatException($"Improperly formatted {typeof(T)} value for {valueName} : '{valueString}");
|
||||
}
|
||||
}
|
||||
|
||||
public static bool ParseValueIndirect<T>(ref T value, ConfigNode node, string valueName, TryParseDelegate<T> tryParse) {
|
||||
if (!node.HasValue(valueName)) return false;
|
||||
|
||||
var valueString = node.GetValue(valueName);
|
||||
if (tryParse(valueString, out var newValue)) {
|
||||
value = newValue;
|
||||
return true;
|
||||
}
|
||||
|
||||
throw new FormatException($"Improperly formatted {typeof(T)} value for {valueName} : '{valueString}");
|
||||
}
|
||||
|
||||
public static bool TryParseColor32(string valueString, out Color32 value) {
|
||||
value = new Color32(0, 0, 0, byte.MaxValue);
|
||||
|
||||
// HTML-style hex color
|
||||
if (valueString[0] == '#') {
|
||||
var hexColorString = valueString.Substring(1);
|
||||
|
||||
if (!int.TryParse(hexColorString, System.Globalization.NumberStyles.HexNumber, null, out var hexColor)) return false;
|
||||
|
||||
switch (hexColorString.Length) {
|
||||
case 8: // RRGGBBAA
|
||||
value.a = (byte) (hexColor & 0xFF);
|
||||
hexColor >>= 8;
|
||||
goto case 6;
|
||||
|
||||
case 6: // RRGGBB
|
||||
value.b = (byte) (hexColor & 0xFF);
|
||||
hexColor >>= 8;
|
||||
value.g = (byte) (hexColor & 0xFF);
|
||||
hexColor >>= 8;
|
||||
value.r = (byte) (hexColor & 0xFF);
|
||||
return true;
|
||||
|
||||
case 4: // RGBA
|
||||
value.a = (byte) ((hexColor & 0xF) << 4);
|
||||
hexColor >>= 4;
|
||||
goto case 3;
|
||||
|
||||
case 3: // RGB
|
||||
value.b = (byte) (hexColor & 0xF << 4);
|
||||
hexColor >>= 4;
|
||||
value.g = (byte) (hexColor & 0xF << 4);
|
||||
hexColor >>= 4;
|
||||
value.r = (byte) (hexColor & 0xF << 4);
|
||||
return true;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// named color
|
||||
if (NamedColors.TryGetValue(valueString, out var namedColor)) {
|
||||
value = namedColor;
|
||||
return true;
|
||||
}
|
||||
|
||||
// float color
|
||||
var split = valueString.Split(Separator, StringSplitOptions.RemoveEmptyEntries);
|
||||
for (int i = 0; i < split.Length; i++) {
|
||||
split[i] = split[i].Trim();
|
||||
}
|
||||
|
||||
switch (split.Length) {
|
||||
case 4:
|
||||
if (!float.TryParse(split[4], out var alpha)) return false;
|
||||
value.a = (byte) (alpha * 0xFF);
|
||||
goto case 3;
|
||||
|
||||
case 3:
|
||||
if (!float.TryParse(split[0], out var red)) return false;
|
||||
if (!float.TryParse(split[1], out var green)) return false;
|
||||
if (!float.TryParse(split[2], out var blue)) return false;
|
||||
|
||||
value.r = (byte) (red * 0xFF);
|
||||
value.g = (byte) (green * 0xFF);
|
||||
value.b = (byte) (blue * 0xFF);
|
||||
return true;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,3 +1,29 @@
|
||||
v0.1.4
|
||||
------
|
||||
- Supported KSP versions: 1.8.x to 1.10.x
|
||||
- Fixes:
|
||||
- Fixed decals rendering onto disabled B9PS part variants
|
||||
- Decals will still not update whan their parent part's B9PS variant is changed, both in flight and in the editor. This is known and awaiting a change to B9PS to be fixed.
|
||||
- Fixed decal bounds rendering as dark cubes when shadowed by EVE clouds.
|
||||
- Fixed decals being shadowed by EVE clouds, causing the part underneath to appear overly dark.
|
||||
|
||||
v0.1.3
|
||||
------
|
||||
Fixes:
|
||||
- Fixed decals being able to be scaled down to 0
|
||||
|
||||
Changes:
|
||||
- Made decal bounds no longer collide in flight, this is done by repurposing layer 31 (which is configurable in the ConformalDecals.cfg file)
|
||||
- Decals will now be unselectable in flight by default. This can be disabled with the `selectableInFlight` value in ConformalDecals.cfg, or in the module config itself.
|
||||
- Decal parts will now destroy themselves automatically when the parent part is destroyed
|
||||
- Small refactor of node parsing code
|
||||
- Colors can now be specified in hex (#RGB, #RGBA, #RRGGBB, or #RRGGBBAA) or using the colors specified in the XKCDColors class
|
||||
|
||||
v0.1.2
|
||||
------
|
||||
Fixes:
|
||||
- Disabled writing to the zbuffer in the decal bounds shader. Should fix any issues with Scatterer or EVE.
|
||||
|
||||
v0.1.1
|
||||
------
|
||||
Fixes:
|
||||
@ -7,7 +33,6 @@ Fixes:
|
||||
|
||||
v0.1.0
|
||||
------
|
||||
|
||||
Initial release!
|
||||
|
||||
New parts:
|
||||
|
Reference in New Issue
Block a user