24 Commits
0.1.1 ... 0.1.4

Author SHA1 Message Date
3e157faae3 Merge branch 'master' into release 2020-07-01 15:55:31 -07:00
60764405ba Confirm working in KSP 1.10 2020-07-01 15:54:55 -07:00
70ef88e9d8 Version bump 2020-06-29 19:22:50 -07:00
1c055a0285 Move decal bounds to transparent FX layer 2020-06-29 19:14:16 -07:00
1ad6a1fa50 Disable projection onto decal shaders 2020-06-29 19:13:51 -07:00
261da9194b Fix projecting onto parts using B9PS 2020-06-29 18:41:46 -07:00
a569eaec51 Merge pull request #19 from drewcassidy/master
release v0.1.3
2020-06-20 00:12:55 -07:00
d557df49fa Update version and changelog 2020-06-20 00:10:03 -07:00
0f383ccb65 Merge branch 'develop' 2020-06-19 23:55:04 -07:00
4cdfac8ccd Global override for selectability and kill part on detach 2020-06-19 23:54:32 -07:00
5db788ed37 Allow selectability in flight to be disabled 2020-06-19 23:24:01 -07:00
5fc9394908 Enable selection for decal colliders in flight, change layer 2020-06-19 22:45:29 -07:00
d8087cce3a Disable collision in flight scene 2020-06-19 22:09:25 -07:00
7487d3fb04 Fix color parsing 2020-06-19 21:55:05 -07:00
533b1f1cf4 Consolidate config parsing and parse layer value 2020-06-19 21:44:43 -07:00
7980ef4791 Fix infinitely scaled decals with zero scale and depth 2020-06-19 17:03:17 -07:00
4d2623a1c6 Layer Test module
idk man
2020-06-19 16:37:35 -07:00
35381fae65 Rename MaterialModifiers namespace 2020-06-19 16:35:10 -07:00
6360d222b0 Merge pull request #18 from drewcassidy/master
Release v0.1.2
2020-06-18 14:19:05 -07:00
00acb45e18 Fix zbuffer writing in bounds shader 2020-06-18 14:15:59 -07:00
8acf17f189 Shader formatting 2020-06-17 16:43:14 -07:00
4ed4676488 Update README.md 2020-06-17 15:32:42 -07:00
6d33d6e524 Merge pull request #17 from drewcassidy/master
Release v0.1.1
2020-06-17 14:22:25 -07:00
2e32de00e7 Fix deploy config 2020-06-17 14:19:19 -07:00
28 changed files with 619 additions and 398 deletions

View File

@ -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

View File

@ -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

View File

@ -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"
}
}
}

View File

@ -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"
}
}
}

View File

@ -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"
}
}
}

View File

@ -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"
}
}
}

View File

@ -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"
}
}
}

View File

@ -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,

View File

@ -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

View File

@ -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
}
}
}
}

View File

@ -1,4 +1,7 @@
CONFORMALDECALS {
decalLayer = 31
selectableInFlight = false
SHADERBLACKLIST {
shader = DepthMask
shader = KSP/Alpha/Cutoff

View File

@ -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
}
}

View File

@ -1,4 +1,4 @@
# Conformal Decals v0.1.1
# Conformal Decals v0.1.4
[![Build Status](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals.svg?branch=release)](https://travis-ci.org/drewcassidy/KSP-Conformal-Decals) [![Art: CC BY-SA 4.0](https://img.shields.io/badge/Art%20License-CC%20BY--SA%204.0-orange.svg)](https://creativecommons.org/licenses/by-sa/4.0/) [![Code: GPL v3](https://img.shields.io/badge/Code%20License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
![Screenshot](http://pileof.rocks/KSP/images/ConformalDecalsHeader.png)
@ -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.

View File

@ -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>

View File

@ -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();
}
}

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@ -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}");
}
}
}
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}
}

View File

@ -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);

View File

@ -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);
}
}

View File

@ -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);

View 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;
}
}
}

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@ -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;
}
}
}
}

View File

@ -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: