234 Commits

Author SHA1 Message Date
f545e4c5ab Fix lightingKSP for standard/standard specular 2024-08-23 22:05:05 -07:00
cb98e78a3f New LightingKSP to solve some issues with Deferred
Deferred moves the ambient calculation to the lighting pass for very good reasons, but Unity shaders still try to do it in the base pass. Easy solution is make the GI function a no-op in deferred mode.
2024-07-30 22:40:23 -07:00
946975249d More decal shader reorganization 2024-07-29 22:32:11 -07:00
ce55f07150 Add templatized text decal shader 2024-07-26 00:03:42 -07:00
7286202be9 Reorganize assets folder and tweak shaders
Moved rim shading and underwater fog to the common cginc
2024-07-25 23:29:42 -07:00
14640c1dca Templatize decal shader 2024-07-25 00:31:16 -07:00
321b2a49a4 Reorganize UI shaders 2024-07-23 22:44:41 -07:00
f1115ef188 Tweaks to clean up shader multi-compiles and formatting 2024-07-23 21:54:39 -07:00
92818edfaa Enable debugging 2024-07-21 22:20:11 -07:00
dd40e54ef3 More aggressive shader cleanup 2024-07-17 23:32:23 -07:00
c19a0c2889 Cleaned up deferred support 2024-07-17 22:48:58 -07:00
ded36f457d Add LightingKSP.cginc dropin replacement that works with Deferred 2024-07-16 19:40:34 -07:00
1be7a98835 Mostly fix VAB decal issues 2024-06-26 22:28:41 -07:00
a3a9ad9674 Improved support for deferred rendering 2024-06-26 01:04:00 -07:00
89a1f0d872 I have a very shiny tortilla 2024-06-24 23:07:44 -07:00
6db2d6b82a Release 0.2.14
### Fixed

- Fixed parts showing as all black with the Deferred Rendering mod
2024-06-24 19:12:41 -07:00
37715a46ab Fix for Deferred support
very basic, can be improved later
2024-06-24 19:12:27 -07:00
60cc0d76bb KSP 0.12.5 2024-05-17 21:02:33 -07:00
e7307f95e9 Fix title 2024-05-17 21:01:21 -07:00
88da55123b Fix syntax error in deploy script 2024-05-17 21:00:02 -07:00
eda04235c3 I hate bash 2024-05-17 20:52:00 -07:00
65031be081 Fix missing env variables and make it error if they don't exist 2024-05-17 20:42:01 -07:00
0c7f6dd628 Update KSP version in README.md 2024-05-16 19:32:11 -07:00
883c027a1a Upload bundle in release 2024-05-16 19:23:25 -07:00
d51b240c6c Use download-artifact@v4 2024-05-16 19:17:36 -07:00
91b5e584a6 Release 0.2.13
### Fixed

- Fixed flag decals sometimes not respecting image aspect ratio
2024-05-16 19:12:10 -07:00
44a5aec21e Update github actions workflow 2024-05-15 20:49:41 -07:00
8e0a26f17c Use self-hosted shabby 2024-05-15 20:35:48 -07:00
b48db63a27 Fix flag decals not respecting aspect ratio 2024-05-15 20:25:50 -07:00
c0d20f847d Update targets on an undo 2022-11-24 14:22:38 -08:00
36732ed4d4 Release 0.2.12
### Changed

- Updated bundled Shabby to 0.3.0. Does not affect CKAN users
- Made flag aspect ratio overrides configurable with `ASPECTRATIO` nodes in the config. User flags added to Squad/Flags should now be the correct aspect ratio
- All decal aspect ratios can now be overriden with the `aspectRatio` field

### Fixed

- Reverted some changes from last version that were causing issues on launch
2022-10-31 00:15:36 -07:00
d3388a4dad better null checking 2022-10-31 00:05:31 -07:00
ece9d959fd flag aspect ratio overrides are now configurable
no longer hard coded to Squad/Flags
2022-10-30 23:58:55 -07:00
dfdf280564 Fix OnDestroy not being called 2022-10-30 21:03:27 -07:00
2cca6c37bb Update bundled Shabby to 0.3.0 2022-10-30 17:26:55 -07:00
c653c9efc8 Release 0.2.11
### Fixed

- PR by LinuxGuruGamer:
	- Fixed nullref caused when an entry in `_targets` was null
	- Fixed memory leak caused by the OnDestroy() methods not being called due to them being virtual
2022-10-29 18:15:13 -07:00
374fc8b753 Format changelog 2022-10-29 18:13:46 -07:00
88b2b4841a Merge pull request #38 from linuxgurugamer/main
Nullref fix and memory leak fix
2022-10-05 22:53:10 -07:00
b2da56b1ca A few more edits 2022-09-03 18:03:01 -04:00
14bc694588 Fixed nullref caused when an entry in _targets was null
Fixed memory leak caused by the OnDestroy() methods not being called
	due to them being virtual
2022-09-03 18:01:15 -04:00
7e1b993d20 Update README.md 2022-03-19 20:34:33 -07:00
f8d692352d Remove leftover files from old deploy system 2022-03-14 21:52:43 -07:00
fa4b799788 Run on create 2022-03-13 19:12:18 -07:00
970a69be11 Release 0.2.10
### Fixed

- Fixed decals not projecting on loading prefabs

### Changed

- Re-enabled projecting onto TransparentFX layer

### Added

- Allowed for regular expressions to be used when blacklisting shaders
- Added all Waterfall shaders to the shader blacklist when Waterfall is present
2022-03-13 18:45:14 -07:00
dddb7f09f3 make log message make a bit more sense 2022-03-13 18:43:00 -07:00
3cd229bc23 Fix decals not projecting when loading prefabs
• Add support for regex shader blacklisting
• Re-allow projecting onto transparentFX
2022-03-13 14:02:39 -07:00
4948818065 Remove Travis badge 2022-03-11 23:10:20 -08:00
036b084d34 Fix remote version file url 2022-03-11 22:49:03 -08:00
1e3addeb4d Include Harmony in build 2022-03-11 22:42:31 -08:00
47c70d3071 Fix actions 2022-03-11 22:36:19 -08:00
9955b9ce30 Don't version the Readme 2022-03-11 22:33:05 -08:00
32ddc54019 Release 0.2.9
### Fixed

- Fixed text decals breaking when used in symmetry
- Fixed decals projecting onto the TransparentFX layer, such as Waterfall plumes
2022-03-11 22:29:14 -08:00
ff262d55c8 Automatically fast-forward the release branch on release 2022-03-11 22:28:15 -08:00
d1f3d1fa55 Merge branch 'release' 2022-03-11 22:10:05 -08:00
2965633235 Update changelog 2022-03-11 22:02:10 -08:00
a82369e595 Merge branch 'hotfix' 2022-03-11 21:57:18 -08:00
16c4fa2b96 Github mandates a .txt extension for text files??? 2022-03-11 21:31:45 -08:00
591ec0aa74 Setup version URL from releases
this is going to 404 until the next release but oh well
2022-03-11 21:28:14 -08:00
210d326469 Last touches 2022-03-10 19:31:16 -08:00
dd405a21db Fix speeling 2022-03-10 19:05:26 -08:00
c40f700235 Fix both deployment steps
thanks @DasSkelett!
2022-03-10 18:39:36 -08:00
36cc896b2a Fix file 2022-03-09 22:07:32 -08:00
4c02e91dfd Fix spacedock login 2022-03-09 22:05:26 -08:00
41b15477fb More shenanigans 2022-03-09 22:03:06 -08:00
b61f71bc00 github why 2022-03-09 21:53:46 -08:00
74fe42a7ff why 2022-03-09 21:37:22 -08:00
7fa8969d5b wtf 2022-03-09 21:36:33 -08:00
21f8332d66 Fix publish and artifact handling 2022-03-09 21:22:05 -08:00
cb219a52c0 Don't try to validate other mods version info 2022-03-09 21:03:38 -08:00
f2f2100334 fix spelling 2022-03-09 21:00:27 -08:00
9bdb95527a Fix python dependencies 2022-03-09 20:58:17 -08:00
ad504ce4cc Download dependencies and simple deploy script 2022-03-09 20:57:10 -08:00
18ebbd7b4c Pesky commas 2022-03-08 23:54:23 -08:00
ba189f18c4 Clean up version file and add some logging 2022-03-08 23:52:40 -08:00
322aaa613e Add script for updating version 2022-03-08 23:43:33 -08:00
5443377bfe Descriptive artifact name 2022-03-07 00:29:39 -08:00
1ed6dc0f68 Fix path 2022-03-07 00:28:00 -08:00
90dec1b42a Simplify uploading and ensure Plugin directory exists 2022-03-07 00:24:46 -08:00
80da98d95a Fix DLL copy snippet 2022-03-07 00:17:21 -08:00
76016fbbf1 Case sensitivity is evil 2022-03-07 00:10:10 -08:00
53657b8fad Fix zip command and name the artefact 2022-03-07 00:08:43 -08:00
9d7502091c Upload build output 2022-03-07 00:06:16 -08:00
f788c25837 Remove DLL from repo 2022-03-07 00:06:07 -08:00
017110738b correct dll location 2022-03-06 23:52:03 -08:00
fd7134ece9 Actually use the right command 2022-03-06 23:52:03 -08:00
68ceacfef4 URL is case sensitive 2022-03-06 23:52:03 -08:00
a452844cd1 Start on build script 2022-03-06 23:52:03 -08:00
4b8d11e1de Use markdown changelog 2022-03-06 23:52:03 -08:00
8f888ee552 Remove travis config 2022-03-06 23:52:03 -08:00
95b99d1d42 Clean up text update function 2022-03-06 00:01:23 -08:00
ba6676b625 Hide NRE warning in Rider
its terrible but I've never seen it NRE so 🤷‍♂️
2022-03-05 23:44:59 -08:00
495441be06 Fix text not updating correctly in symmetry 2022-03-05 23:38:12 -08:00
8025a0a418 Ignore thumbnails 2022-02-24 23:33:34 -08:00
760609fae2 Refactor flag decal
Not exhaustively tested but shouldnt be different from before
2022-02-24 23:33:07 -08:00
ecc60751f7 Don't project onto TransparentFX layer 2021-12-25 23:15:15 -08:00
e10b7e4b51 Merge branch 'main' into release 2021-03-18 04:27:11 -07:00
a91a83a280 Update B9PartSwitch 2021-03-18 04:26:45 -07:00
316f92df2c Update shabby to use Harmony 2 2021-03-18 04:22:13 -07:00
938babb41b Merge branch 'main' into release 2020-12-19 17:08:13 -08:00
3173dd914a Update version and remove debug statement 2020-12-19 17:06:52 -08:00
5f6712f476 Revert changes to ModuleConformalDecal.cs 2020-12-19 16:58:15 -08:00
6b7996fdd7 Text render simplification and small optimizations 2020-12-19 16:11:56 -08:00
5feb16dcfb Only update text once per frame
Fixed text re-rendering several times in a single frame when pasting in text
2020-12-18 21:14:34 -08:00
bf8e98caf0 Fix text rendering for some non-ascii strings 2020-12-17 16:14:33 -08:00
b634eb1e8e Update version and changelog 2020-12-16 13:04:46 -08:00
dadf38acd5 go back to using temporary rendertexs 2020-12-16 01:28:57 -08:00
f42e0d78d6 Don't reuse textures, and don't keep them in RAM
Hopefully fixes #28
2020-12-16 01:11:32 -08:00
1e7c6d81c9 Merge branch 'main' into release 2020-11-29 16:31:55 -08:00
dda988db17 Quick bugfix 2020-11-29 16:31:41 -08:00
900061f7f6 Merge branch 'main' into release 2020-11-29 16:09:03 -08:00
e56278c6cb Fix stock flags being stretched 2020-11-29 16:02:45 -08:00
2793f5fcb1 Fix DLL copying 2020-11-26 19:17:31 -08:00
833ec43a52 Update project files 2020-11-26 17:47:42 -08:00
e6856124e7 Another attempt at fixing the planet glitch 2020-11-25 02:44:04 -08:00
8ed7a130ab Alternate rendertex handling 2020-11-22 20:18:16 -08:00
d8d3d4ed92 Merge branch 'main' into release 2020-11-16 16:49:01 -08:00
334af786f6 Version change 2020-11-16 16:48:45 -08:00
17ef93bb6e Copy other text parameters to symmetry counterparts 2020-11-16 16:45:54 -08:00
a6d58690f9 Merge branch 'main' into release 2020-11-16 15:45:16 -08:00
a6de537e4a ScaleRange change 2020-11-16 15:44:40 -08:00
33b0307aa2 Lower text decal default size 2020-11-16 15:39:41 -08:00
121428414c Add input locks for text entry 2020-11-16 15:34:10 -08:00
98f774b2ae More font fixes and UI changes
- Lowered step size for decal size and depth to 1cm.
 - Changed default max size to 10m.
 - Text decals now show as a circle if they contain only whitespace.
 - Fixed font name in config and defaulted to Calibri if its missing
2020-11-16 15:05:55 -08:00
d31576fb0b Fix font saving and rendering 2020-11-16 14:44:07 -08:00
c9853049c5 Clear rendertex because KSP wont 2020-11-16 14:01:10 -08:00
f108341068 Merge branch 'main' into release 2020-11-14 21:26:28 -08:00
40d4e2cc8a Update changelog 2020-11-14 21:26:16 -08:00
fb0070f92f Merge branch 'main' into release 2020-11-14 21:22:56 -08:00
6f0c1f8ff5 Update Travis 2020-11-14 21:19:26 -08:00
4cf6de9693 Add defaults to text decal config 2020-11-14 21:17:54 -08:00
06137357c1 Close windows when text part is destroyed 2020-11-14 21:15:43 -08:00
dbbc621181 Fix text decal saving and loading
Closes #25
2020-11-14 21:11:16 -08:00
c6b9812fe3 Fix MM patch 2020-11-13 03:20:51 -08:00
8accabe9e5 Fix FAR incompatability 2020-11-13 02:22:56 -08:00
981a167864 Revert "Add fallbacks to all fonts, even squad ones"
This reverts commit ac1289a46e.
2020-11-13 01:55:42 -08:00
d4978b1b3c Update changelog 2020-11-13 01:44:52 -08:00
c42e443b4b Add minimum size for text decals 2020-11-13 01:43:08 -08:00
a6e2edc475 use URL-style string escaping 2020-11-13 01:42:55 -08:00
e82b02b0e5 Fix overlapping text and add text escaping 2020-11-12 21:25:24 -08:00
ea8c069d68 Fix issues with fallback fonts
Fixed TMP subobjects being deleted, causing fallback fonts to fail in some situations.
closes #24
2020-11-12 20:10:40 -08:00
ac1289a46e Add fallbacks to all fonts, even squad ones 2020-11-12 14:55:04 -08:00
16ef53ea65 remove lfs stuff from travis config 2020-10-14 20:08:25 -07:00
7b01848acc Merge branch 'release' into main 2020-10-11 16:55:18 -07:00
f37c3d57b7 For real this time 2020-10-11 16:49:59 -07:00
a937888c0d Fix deploy script 2020-10-11 16:48:10 -07:00
5065a8abf3 Merge branch 'main' into release 2020-10-11 16:21:34 -07:00
1ebed608a8 Fix corrupted text rendering
Fix text corruption when rendering text right after a scene change by delaying it by a single frame in OnLoad
2020-10-11 03:05:07 -07:00
98a790630e Remove call to get_dataPath from constructor
Fixes error in development build of KSP
2020-10-07 00:12:15 -07:00
ef90f73288 Update ConformalDecals.version 2020-10-04 21:03:46 -07:00
880f463ee0 Merge branch 'master' into release 2020-10-04 16:15:45 -07:00
0066cc332e Changelog and version bump 2020-10-04 16:15:06 -07:00
8f22856064 Use enter/return for newline in text entry 2020-10-04 16:05:24 -07:00
5ef33b1d85 Use supported render texture format on DirectX 2020-10-04 14:59:58 -07:00
27ecd82193 Rename font file to avoid windows legacy features 2020-10-04 14:40:07 -07:00
ea08bd84f0 Merge pull request #21 from drewcassidy/master
Release v0.2.0
2020-09-30 13:53:11 -07:00
e155526808 Readme and changelog changes 2020-09-30 00:24:28 -07:00
da4c780ce6 Update modulemanager 2020-09-30 00:20:09 -07:00
bb0829c0a7 Merge branch 'develop' 2020-09-30 00:01:52 -07:00
ddce97ee05 Fix styles updating textbox 2020-09-29 23:34:47 -07:00
d1029ca0c1 Fix color parsing and serialization 2020-09-29 19:46:14 -07:00
bf7d5dd933 Fix error on running texture modifiers for text decals 2020-09-28 19:55:44 -07:00
885dfb3397 Logging refactor
dll update
2020-09-28 01:07:33 -07:00
1859e51a2e Documentation and cleanup pass 2020-09-27 18:26:55 -07:00
5a18943db9 Remove test debug stuff 2020-09-27 18:01:44 -07:00
9f32a42e51 Merge branch 'feature-text' into develop 2020-09-27 17:57:02 -07:00
13bf70fd8a Changelog update 2020-09-27 17:55:00 -07:00
5faa26ae95 TextRenderer cleanup 2020-09-27 00:48:39 -07:00
2d299f99f3 Add text decal part flavor text 2020-09-26 19:44:10 -07:00
0b15a3125c Fix bounds antialiasing on text
Previously the gradient was being calculated before taking the boundaries into account, resulting in the edges being too hard or too soft
2020-09-26 19:39:44 -07:00
4a6d019227 More minor tweaks 2020-09-26 19:33:12 -07:00
bb48782eff Remove nonfunctioning builtin font 2020-09-26 11:33:50 -07:00
3df3e08aae Fix text rendering user counter for new renders 2020-09-26 11:32:41 -07:00
8b05dc57e8 Fix localization and material updates 2020-09-26 00:02:34 -07:00
54cd5dce20 Fix text rendering yet again 2020-09-25 22:03:59 -07:00
7495a6f509 Fix blit shader 2020-09-24 23:31:42 -07:00
f3aea02da7 Better UI and shaders 2020-08-21 23:45:10 -07:00
93c3ff8a49 Fix text rendering more 2020-08-21 23:44:58 -07:00
ae351c021f Fix text rendering again, but break bold text again 2020-08-17 13:50:36 -07:00
53f8e74836 Fix repeating on text shader and add outline-only support 2020-08-15 23:24:39 -07:00
7ec4c85e8c Handle bold text and several events, wondering whats up with Actions[] 2020-08-06 22:54:51 -07:00
86548a1037 Non-async text rendering integration 2020-07-27 16:16:15 -07:00
cdc8794c54 Various text rendering changes 2020-07-26 19:32:58 -07:00
da3bcf7819 text input changes 2020-07-26 19:30:19 -07:00
f367a30dec Prefab updates 2020-07-26 19:21:36 -07:00
7e3f4b84ff Unity serialization rules are stupid 2020-07-25 23:49:47 -07:00
42e6b18845 Text rendering job system 2020-07-25 20:01:41 -07:00
1c776c0969 Allow fonts to disable certain unsupported styles
Also clean up some stuff
2020-07-25 01:36:19 -07:00
30870b263a Add text decal shader 2020-07-25 00:54:21 -07:00
2994da628b Fix fitting algorithm for text rendering 2020-07-25 00:47:36 -07:00
dbb3281e95 First working text rendering 2020-07-24 14:39:35 -07:00
f3698fc108 More text rendering tests 2020-07-24 01:53:10 -07:00
7574614776 UI loading cleanup 2020-07-23 17:49:42 -07:00
1aebdb4e0e dll update 2020-07-22 22:37:28 -07:00
10da3dd402 Working color picker UI 2020-07-22 22:37:16 -07:00
e57bed6ed9 Add rounded rectangle shaders and remove masks 2020-07-21 16:41:26 -07:00
d5702ee0e7 Color picker UI integration 2020-07-21 00:52:23 -07:00
b1d6e43512 Color picker UI code 2020-07-21 00:07:18 -07:00
365dabc90f Add ColorHSL struct 2020-07-20 17:10:39 -07:00
dfef071175 Box slider script 2020-07-20 00:46:44 -07:00
af05ed43c2 Add start of color picker and reorganize 2020-07-19 23:56:38 -07:00
e87fc48edf Decal text input UI 2020-07-19 21:12:48 -07:00
1316dbb553 Add basic ui controller 2020-07-15 18:12:50 -07:00
b630ddce5e Fix texture initialization 2020-07-13 18:04:10 -07:00
66dd0a6206 Name MODCAT node for ease of patching 2020-07-13 17:33:48 -07:00
47727ef0ce Fix some gui issues 2020-07-12 22:38:37 -07:00
4a3569a7be UI experiments 2020-07-12 20:27:19 -07:00
a9b05a677e Merge branch 'develop' into feature-text 2020-07-02 20:13:46 -07:00
be641272ad Shader fixes and legacy shader code 2020-07-02 19:40:00 -07:00
0aaf0088d8 Tweak and compile shaders 2020-07-01 22:54:30 -07:00
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
0b83155c42 idk 2020-07-01 01:30:46 -07:00
f78093bbb6 Major shader overhaul
• All shaders merged into one using shader variants
• new SDF-based antialiasing engine
• Smoothness on SDFs is now disabled
2020-07-01 01:28:45 -07:00
1ab8d0f6bc Merge branch 'master' into develop 2020-06-29 22:19:31 -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
bf2c2cf940 update csproj 2020-06-28 18:18:19 -07:00
48819878dc Add shader keyword support 2020-06-28 18:18:04 -07:00
14ea974a1d Comment changes 2020-06-22 14:54:39 -07:00
83acfbf866 Update changelog 2020-06-22 14:50:41 -07:00
0be2f650f9 Merge branch 'feature-munar' into develop 2020-06-22 14:48:04 -07:00
ab254595ab Fix inverted scale modes and remove unused logs 2020-06-22 14:47:47 -07:00
1a455ea92c scale mode for some variants 2020-06-22 14:37:58 -07:00
adf6f7171a Add Munar decals 2020-06-22 01:41:51 -07:00
545f0d538b Merge branch 'master' into develop 2020-06-20 11:46:51 -07:00
96c625f6f2 changes 2020-06-19 10:36:13 -07:00
0a77ef57b7 Play around more with text rendering 2020-06-19 01:01:46 -07:00
2c8773ce61 Update gitignore 2020-06-17 21:24:10 -07:00
b3c050be26 Fix rebase 2020-06-17 21:22:16 -07:00
2122b6a0a7 Working font!
thank you sarbian!
2020-06-17 16:53:51 -07:00
f9d9c228ae Various dead-end attempts at font loading and rendering 2020-06-17 16:53:50 -07:00
ecb3eccfe5 Add blit functions 2020-06-17 16:52:33 -07:00
123 changed files with 18009 additions and 1692 deletions

23
.github/workflows/ff-release.yml vendored Normal file
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@ -0,0 +1,23 @@
name: Fast-Forward Release Branch
on:
release:
types: [created]
jobs:
fast-forward:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
with:
ref: release
fetch-depth: 0
- name: Merge into Release
run: git merge ${{github.ref_name}} --ff-only
- name: Push Changes
uses: ad-m/github-push-action@master
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
branch: release

142
.github/workflows/ksp-publish.yml vendored Normal file
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@ -0,0 +1,142 @@
name: Build and Release
on: [ push ]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup Python
uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Setup .NET Core SDK
uses: actions/setup-dotnet@v4.0.0
with:
dotnet-version: '6.0.x'
- name: Install Python Tools
run: |
python -m pip install --upgrade pip
python -m pip install yaclog yaclog-ksp
- name: Generate Version Info
run: |
yaclog show
python Scripts/version.py
yaclog-ksp -n "Conformal Decals"
- name: Validate Version Info
uses: DasSkelett/AVC-VersionFileValidator@master
- name: Download DLL Dependencies
working-directory: Source
run: |
wget --user drewcassidy --password ${{ secrets.PILE_OF_ROCKS_PASS }} https://pileof.rocks/Secret/conformal-decals-dependencies-1.zip
unzip conformal-decals-dependencies-*.zip -d ConformalDecals/dlls
- name: Build DLL
working-directory: Source
run: |
mkdir -p ../GameData/ConformalDecals/Plugins
dotnet build --configuration Release ConformalDecals.sln
- name: Download KSP Dependencies
run: |
wget https://pileof.rocks/KSP/Shabby_v0.3.0.zip
wget https://ksp.sarbian.com/jenkins/job/ModuleManager/161/artifact/ModuleManager.4.2.1.dll
wget https://github.com/blowfishpro/B9PartSwitch/releases/download/v2.19.0/B9PartSwitch_v2.19.0.zip
wget https://github.com/KSPModdingLibs/HarmonyKSP/releases/download/2.0.4.0/HarmonyKSP_2.0.4.0_for_KSP1.8+.zip
unzip -d Shabby Shabby*.zip
unzip -d B9PartSwitch B9PartSwitch*.zip
unzip -d HarmonyKSP HarmonyKSP*.zip
mv Shabby/GameData/Shabby GameData/
mv ModuleManager*.dll GameData/
mv B9PartSwitch/GameData/B9PartSwitch GameData/
mv HarmonyKSP/GameData/000_Harmony GameData/
- name: Upload Unbundled Build
uses: actions/upload-artifact@v4
with:
name: ConformalDecals-unbundled
path: |
GameData/ConformalDecals/
README.md
CHANGELOG.md
LICENSE-ART.md
LICENSE-SOURCE.md
- name: Upload Bundled Build
uses: actions/upload-artifact@v4
with:
name: ConformalDecals
path: |
GameData/
README.md
CHANGELOG.md
LICENSE-ART.md
LICENSE-SOURCE.md
deploy:
needs: build
runs-on: ubuntu-latest
if: github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
steps:
- uses: actions/checkout@v4
- name: Setup Python
uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Install Python Tools
run: |
python -m pip install --upgrade pip
python -m pip install yaclog
- name: Get version name and body
run: |
echo "VERSION_TITLE=$(yaclog show -n)" >> $GITHUB_ENV
yaclog show
- name: Download Build Artifacts
uses: actions/download-artifact@v4
- name: Zip Download Packages
run: |
set -u
mkdir bundled
mkdir unbundled
zip -r bundled/ConformalDecals-$VERSION_TITLE.zip ConformalDecals/*
zip -r unbundled/ConformalDecals-$VERSION_TITLE.zip ConformalDecals-unbundled/*
ls
- name: Publish to Spacedock
run: |
set -u
curl -F "username=drewcassidy" -F "password=${{ secrets.SPACEDOCK_PASS }}" \
-c ./cookies "https://spacedock.info/api/login"
curl -c ./cookies -b ./cookies \
-F "version=$VERSION_TITLE" \
-F "changelog=$(yaclog show -mb)" \
-F "game-version=1.12.5" \
-F "notify-followers=yes" \
-F "zipball=@bundled/ConformalDecals-$VERSION_TITLE.zip" \
"https://spacedock.info/api/mod/2451/update"
- name: Publish to Github
run: |
set -u
gh release create ${{ github.ref_name }} \
--notes "$(yaclog show -mb)" \
--title "Conformal Decals $VERSION_TITLE" \
bundled/ConformalDecals-*.zip \
ConformalDecals/GameData/ConformalDecals/Versioning/ConformalDecals.version
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}

19
.gitignore vendored
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@ -1,16 +1,24 @@
# Unity Project Directories
Assets/*
!Assets/Shaders/
!Assets/Textures/
!Assets/ConformalDecals
Assets/ConformalDecals/Fonts
Assets/ConformalDecals/Parts
KSP/
Library/
Logs/
Packages/
ProjectSettings/
Temp/
# Autogenerated shaders
Assets/ConformalDecals/Shaders/Decal/*.shader
# Unity Assetbundle Manifest Files
GameData/ConformalDecals/Resources/Resources
GameData/ConformalDecals/Resources/Resources.manifest
GameData/ConformalDecals/Resources/conformaldecals.shab.manifest
GameData/ConformalDecals/Resources/*.manifest
# DLLs
GameData/ConformalDecals/Plugins
# Unity Project Files
PartTools.cfg
@ -46,3 +54,6 @@ Source/ConformalDecals/bin
*.sublime*
.idea
obj
*.swp
@thumbs

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@ -1 +0,0 @@
USE_SSM_CREDENTIALS: false

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@ -1,30 +0,0 @@
# Example annotated build data file
mod-name: ConformalDecals
package:
include-dependencies: true # Include dependencies in the package
included-gamedata: # Include these gamedata-level folders in packages:
- ConformalDecals
included-support: # Include these root-level files in packages
- README.md
- LICENSE-ART.md
- LICENSE-SOURCE.md
- changelog.txt
dependencies: # Configure dependencies
ModuleManager:
location: url
url: https://ksp.sarbian.com/jenkins/job/ModuleManager/157/artifact/ModuleManager.4.1.3.dll
zip: false
B9PartSwitch:
location: url
url: http://pileof.rocks/KSP/B9PartSwitch-v2.16.0.zip
zip: true
Shabby:
location: url
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

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@ -1,27 +0,0 @@
language: python
python:
- 3.6
before_install:
- echo -e "machine github.com\n login $GITHUB_OAUTH_TOKEN" > ~/.netrc
- git lfs pull
- git lfs fetch --all
install:
- pip install awscli boto3 requests
branches:
only:
- release
script:
- git clone https://github.com/post-kerbin-mining-corporation/build-deploy.git
- cd build-deploy
- git checkout master
- cd ..
- pytest -s --testpath "GameData/" build-deploy/src/tests/ # run the deploy tests
- python build-deploy/src/package.py --f ".mod_data.yml" # Build package
before_deploy:
- python build-deploy/src/stage.py --f ".mod_data.yml" # Run the staging script
deploy:
- provider: script
script: python build-deploy/src/deploy.py --f ".mod_data.yml" # Deploy package to spacedock, curse, github
skip_cleanup: true
on:
branch: release

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@ -0,0 +1,36 @@
using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace ConformalDecals.UI {
[AddComponentMenu("UI/BoxSlider", 35)]
[RequireComponent(typeof(RectTransform))]
public class BoxSlider : Selectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement {
[Serializable]
public class BoxSliderEvent : UnityEvent<Vector2> { }
[SerializeField] private RectTransform _handleRect;
[SerializeField] private Vector2 _value = Vector2.zero;
// Allow for delegate-based subscriptions for faster events than 'eventReceiver', and allowing for multiple receivers.
[SerializeField] private BoxSliderEvent _onValueChanged = new BoxSliderEvent();
public BoxSliderEvent OnValueChanged {
get => _onValueChanged;
set => _onValueChanged = value;
}
// Private fields
public void OnDrag(PointerEventData eventData) { }
public void OnInitializePotentialDrag(PointerEventData eventData) { }
public void Rebuild(CanvasUpdate executing) { }
public void LayoutComplete() { }
public void GraphicUpdateComplete() { }
}
}

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@ -0,0 +1,13 @@
using UnityEngine;
using UnityEngine.UI;
namespace ConformalDecals.UI {
public class ColorBoxSlider : MonoBehaviour{
[SerializeField] private Vector2 _value;
[SerializeField] private BoxSlider _slider;
[SerializeField] private Image _image;
public void OnSliderUpdate(Vector2 value) { }
}
}

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@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.UI;
namespace ConformalDecals.UI {
public class ColorChannelSlider : MonoBehaviour {
[SerializeField] private float _value;
[SerializeField] private int _channel;
[SerializeField] private bool _hsv;
[SerializeField] private Selectable _textBox;
[SerializeField] private Slider _slider;
[SerializeField] private Image _image;
public void OnTextBoxUpdate(string text) { }
public void OnSliderUpdate(float value) { }
}
}

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@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
namespace ConformalDecals.UI {
public class ColorPickerController : MonoBehaviour {
[SerializeField] private Color _value;
[SerializeField] private Image _previewImage;
[SerializeField] private Selectable _hexTextBox;
public void Close() { }
public void OnHexColorUpdate(string text) { }
}
}

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@ -0,0 +1,3 @@
{
"name": "ConformalDecals"
}

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@ -0,0 +1,10 @@
using UnityEngine;
namespace ConformalDecals.UI {
public class FontMenuController : MonoBehaviour {
[SerializeField] private GameObject _menuItem;
[SerializeField] private GameObject _menuList;
public void Close() { }
}
}

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@ -0,0 +1,156 @@
Shader "ConformalDecals/Decal/{% block shader_name %}UNKNOWN{% endblock %}"
{
Properties
{
// Shader-specific properties
{% block properties %}
{% endblock %}
// Common decal properties
_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] _ZWrite ("ZWrite", Float) = 1.0
[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
}
SubShader
{
Tags
{
"Queue" = "Geometry+100" "IgnoreProjector" = "true" "DisableBatching" = "true"
}
Cull [_Cull]
Pass
{
Name "FORWARD"
Tags
{
"LightMode" = "ForwardBase"
}
ZWrite [_ZWrite]
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_forward
#pragma multi_compile_fwdbase
#pragma skip_variants LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING
#pragma multi_compile_local __ DECAL_PREVIEW
{% block body %}
#error No body provided
{% endblock %}
ENDCG
}
Pass
{
Name "FORWARD"
Tags
{
"LightMode" = "ForwardAdd"
}
ZWrite Off
ZTest LEqual
Blend SrcAlpha One
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_forward
#pragma multi_compile DIRECTIONAL SPOT POINT
#pragma multi_compile __ LIGHTPROBE_SH
#pragma multi_compile_local __ DECAL_PREVIEW
{{ self.body() }}
ENDCG
}
Pass
{
Name "DEFERRED_PREPASS"
Tags
{
"LightMode" = "Deferred"
}
ZWrite Off
ZTest LEqual
Offset -1, -1
Blend 1 Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
Stencil
{
Ref 1
Comp Equal
Pass Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_deferred_prepass
#pragma target 3.0
#pragma multi_compile_local __ DECAL_PREVIEW
{{ self.body() }}
{% block pragmas_deferred_prepass %}
{% endblock %}
ENDCG
}
Pass
{
Name "DEFERRED"
Tags
{
"LightMode" = "Deferred"
}
ZWrite Off
ZTest LEqual
Offset -1, -1
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero One
Blend 1 One One
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero One
Blend 3 SrcAlpha OneMinusSrcAlpha, Zero One
Stencil
{
Ref 1
Comp Equal
Pass Keep
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_deferred
#pragma target 3.0
#pragma multi_compile __ LIGHTPROBE_SH
#pragma multi_compile __ UNITY_HDR_ON
#pragma multi_compile_local __ DECAL_PREVIEW
{{ self.body() }}
ENDCG
}
}
}

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@ -0,0 +1,422 @@
#ifndef DECALS_COMMON_INCLUDED
#define DECALS_COMMON_INCLUDED
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "../LightingKSP.cginc"
#define CLIP_MARGIN 0.05
#define EDGE_MARGIN 0.01
// UNIFORM VARIABLES
// Projection matrix, normal, and tangent vectors
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalTangent;
// Common Shading Paramaters
float _Cutoff;
float _DecalOpacity;
float4 _Background;
sampler2D _Decal;
float4 _Decal_ST;
// Variant Shading Parameters
#ifdef DECAL_BASE_NORMAL
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
#endif //DECAL_BASE_NORMAL
#ifdef DECAL_BUMPMAP
sampler2D _BumpMap;
float4 _BumpMap_ST;
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
sampler2D _SpecMap;
float4 _SpecMap_ST;
// specular color is declared in a unity CGINC for some reason??
#endif //DECAL_SPECMAP
fixed _Shininess;
#ifdef DECAL_EMISSIVE
sampler2D _Emissive;
float4 _Emissive_ST;
fixed4 _Emissive_Color;
#endif //DECAL_EMISSIVE
// KSP EFFECTS
// opacity and color
float _Opacity;
float _RimFalloff;
float4 _RimColor;
// SURFACE INPUT STRUCT
struct DecalSurfaceInput
{
float3 uv;
float2 uv_decal;
#ifdef DECAL_BUMPMAP
float2 uv_bumpmap;
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
float2 uv_specmap;
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
float2 uv_emissive;
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
float3 normal;
#endif //DECAL_BASE_NORMAL
float3 vertex_normal;
float3 viewDir;
float3 worldPosition;
};
struct appdata_decal
{
float4 vertex : POSITION;
float3 normal : NORMAL;
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
#endif
};
struct v2f
{
UNITY_POSITION(pos);
float3 normal : NORMAL;
float4 uv_decal : TEXCOORD0;
#ifdef DECAL_BASE_NORMAL
float2 uv_base : TEXCOORD1;
#endif //DECAL_BASE_NORMAL
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
#ifdef UNITY_PASS_FORWARDBASE
fixed3 vlight : TEXCOORD5;
UNITY_SHADOW_COORDS(6)
#endif //UNITY_PASS_FORWARDBASE
#ifdef UNITY_PASS_FORWARDADD
UNITY_LIGHTING_COORDS(5,6)
#endif //UNITY_PASS_FORWARDADD
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
};
inline void decalClipAlpha(float alpha) {
#ifndef DECAL_PREVIEW
clip(alpha - 0.001);
#endif
}
inline float CalcMipLevel(float2 texture_coord) {
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
// Decal bounds distance function
// takes in a world position, world normal, and projector normal and outputs a unitless signed distance from the
inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
float3 q = abs(p - 0.5) - 0.5; // 1x1 square/cube centered at (0.5,0.5)
//float dist = length(max(q,0)) + min(max(q.x,max(q.y,q.z)),0.0); // true SDF
#ifdef DECAL_PREVIEW
return 10 * max(q.x, q.y); // 2D pseudo SDF
#else
float dist = max(max(q.x, q.y), q.z); // pseudo SDF
float ndist = EDGE_MARGIN - dot(normal, projNormal); // SDF to normal
return 10 * max(dist, ndist); // return intersection
#endif //DECAL_PREVIEW
}
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
v2f vert(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
#ifdef DECAL_PREVIEW
o.uv_decal = v.texcoord;
#else
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#endif //DECAL_PREVIEW
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL
float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
// SH/ambient light
#if UNITY_SHOULD_SAMPLE_SH
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
o.vlight = shlight;
#else
o.vlight = 0.0;
#endif // UNITY_SHOULD_SAMPLE_SH
// vertex light
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE
// pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_LIGHTING(o, 0.0);
return o;
}
SurfaceOutput frag_common(v2f IN, out float3 worldPos, out float3 worldViewDir, out float3 viewDir) {
SurfaceOutput o;
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);
worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
// perform decal projection
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
clip(uv_projected.xyz + CLIP_MARGIN);
clip(CLIP_MARGIN + (1-uv_projected.xyz));
#endif //DECAL_PREVIEW
// declare data
DecalSurfaceInput i;
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
i.uv = uv_projected;
#ifdef DECAL_BUMPMAP
i.uv_bumpmap = TRANSFORM_TEX(uv_projected, _BumpMap);
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
i.uv_specmap = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
i.uv_emissive = TRANSFORM_TEX(uv_projected, _Emissive);
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
#ifdef DECAL_PREVIEW
i.normal = fixed3(0,0,1);
#else
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
#endif //DECAL_PREVIEW
#endif //DECAL_BASE_NORMAL
i.vertex_normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPos;
// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.4;
o.Alpha = _DecalOpacity;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
// call surface function
surf(i, o);
// apply KSP fog. In the deferred pass this is a no-op
o.Albedo = UnderwaterFog(i.worldPosition, o.Albedo).rgb;
// apply KSP rim lighting
half rim = 1.0 - saturate(dot(normalize(i.viewDir), o.Normal));
o.Emission += o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
// compute world normal
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
return o;
}
fixed4 frag_forward(v2f IN) : SV_Target
{
fixed4 c = 0;
float3 worldPos;
float3 worldViewDir;
float3 viewDir;
SurfaceOutput o = frag_common(IN, worldPos, worldViewDir, viewDir);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
#ifdef UNITY_PASS_FORWARDBASE
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
LightingBlinnPhongKSP_GI(o, giInput, gi);
#endif
#ifdef UNITY_PASS_FORWARDADD
gi.light.color *= atten;
#endif
//call modified KSP lighting function
c += LightingBlinnPhongKSP(o, viewDir, gi);
c.rgb += o.Emission;
return c;
}
void frag_deferred (v2f IN,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
#if defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW)
out half4 outGBuffer2 : SV_Target2,
#endif
out half4 outEmission : SV_Target3)
{
#if !(defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW))
half4 outGBuffer2 = 0; // define dummy normal buffer when we're not writing to it
#endif
float3 worldPos;
float3 worldViewDir;
float3 viewDir;
SurfaceOutput o = frag_common(IN, worldPos, worldViewDir, viewDir);
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = 0;
gi.light.dir = half3(0,1,0);
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = 1;
giInput.lightmapUV = 0.0;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = 0.0 * IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
LightingBlinnPhongKSP_GI(o, giInput, gi);
outEmission = LightingBlinnPhongKSP_Deferred(o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
// outGBuffer0 = outEmission;
#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif
outGBuffer0.a = o.Alpha;
outGBuffer1 *= o.Alpha;
outGBuffer2.a = o.Alpha;
outEmission.a = o.Alpha;
}
void frag_deferred_prepass(v2f IN, out half4 outGBuffer1: SV_Target1) {
float3 worldPos;
float3 worldViewDir;
float3 viewDir;
SurfaceOutput o = frag_common(IN, worldPos, worldViewDir, viewDir);
outGBuffer1 = o.Alpha;
}
#endif

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@ -0,0 +1,37 @@
#include "DecalsCommon.cginc"
#include "../SDF.cginc"
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = tex2D(_Decal, IN.uv_decal);
o.Albedo = color.rgb;
o.Specular = 0.4;
o.Gloss = _Shininess;
#ifdef DECAL_BASE_NORMAL
float3 normal = IN.normal;
float wearFactor = 1 - normal.z;
o.Alpha *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
#endif
#ifdef DECAL_BUMPMAP
o.Normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_bumpmap));
#endif
#ifdef DECAL_SPECMAP
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Specular = specular;
#endif
#ifdef DECAL_EMISSIVE
o.Emission += tex2D(_Emissive, IN.uv_emissive).rgb * _Emissive_Color.rgb * _Emissive_Color.a;
#endif
float dist = BoundsDist(IN.uv, IN.vertex_normal, _DecalNormal);
#ifdef DECAL_SDF_ALPHA
float decalDist = _Cutoff - color.a;
o.Alpha *= SDFAA(max(decalDist, dist));
#else
o.Alpha *= SDFAA(dist);
o.Alpha *= color.a;
#endif
}

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@ -0,0 +1,40 @@
{% extends "DecalBase.shader.template" %}
{% block shader_name %}Standard{% endblock %}
{% block properties %}
[Header(Decal)]
_Decal("Decal Texture", 2D) = "gray" {}
[Toggle(DECAL_SDF_ALPHA)] _Decal_SDF_Alpha ("SDF in Alpha", int) = 0
[Header(Normal)]
[Toggle(DECAL_BASE_NORMAL)] _BaseNormal ("Use Base Normal", int) = 0
[Toggle(DECAL_BUMPMAP)] _Decal_BumpMap ("Has BumpMap", int) = 0
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
[Header(Specularity)]
[Toggle(DECAL_SPECMAP)] _Decal_SpecMap ("Has SpecMap", int) = 0
_SpecMap ("Specular Map", 2D) = "black" {}
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
[Header(Emissive)]
[Toggle(DECAL_EMISSIVE)] _Decal_Emissive ("Has Emissive", int) = 0
_Emissive("_Emissive", 2D) = "black" {}
_EmissiveColor("_EmissiveColor", Color) = (0,0,0,1)
{% endblock %}
{% block body %}
#pragma multi_compile_local __ DECAL_BASE_NORMAL DECAL_BUMPMAP
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_EMISSIVE
#pragma multi_compile_local __ DECAL_SDF_ALPHA
#include "StandardDecal.cginc"
{% endblock %}
{% block pragmas_deferred_prepass %}
#pragma skip_variants DECAL_SPECMAP DECAL_EMISSIVE DECAL_BUMPMAP
{% endblock %}

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@ -0,0 +1,51 @@
#include "DecalsCommon.cginc"
#include "../SDF.cginc"
float4 _DecalColor;
float4 _OutlineColor;
float _OutlineWidth;
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = _DecalColor;
o.Specular = 0.4;
o.Gloss = _Shininess;
float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
#ifdef DECAL_OUTLINE
// Outline
float outlineOffset = _OutlineWidth * 0.25;
float outlineRadius = _OutlineWidth * 0.5;
#ifdef DECAL_FILL
// Outline and Fill
float outlineDist = -dist - outlineOffset;
float outlineFactor = SDFAA(outlineDist);
dist -= outlineOffset;
color = lerp(_DecalColor, _OutlineColor, outlineFactor);
#else
// Outline Only
float outlineDist = abs(dist) - outlineOffset;
dist = outlineDist;
color = _OutlineColor;
#endif
#endif
dist = max(dist, BoundsDist(IN.uv, IN.vertex_normal, _DecalNormal));
float ddist = SDFdDist(dist); // distance gradient magnitude
o.Albedo = color.rgb;
o.Alpha *= SDFAA(dist, ddist);
#ifdef DECAL_BASE_NORMAL
float3 normal = IN.normal;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
o.Alpha *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
#endif
#ifdef DECAL_SPECMAP
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Specular = specular;
#endif
}

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@ -0,0 +1,41 @@
{% extends "DecalBase.shader.template" %}
{% block shader_name %}Text{% endblock %}
{% block properties %}
[Header(Decal)]
[Toggle(DECAL_FILL)] _Fill ("Fill", int) = 0
_Decal("Decal Texture", 2D) = "gray" {}
_DecalColor("Decal Color", Color) = (1,1,1,1)
_Weight("Text Weight", Range(0,1)) = 0
[Header(Outline)]
[Toggle(DECAL_OUTLINE)] _Outline ("Outline", int) = 0
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineWidth("Outline Width", Range(0,1)) = 0.1
[Header(Normal)]
[Toggle(DECAL_BASE_NORMAL)] _BaseNormal ("Use Base Normal", int) = 0
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,500)) = 100
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0.1
[Header(Specularity)]
[Toggle(DECAL_SPECMAP)] _Decal_SpecMap ("Has SpecMap", int) = 0
_SpecMap ("Specular Map)", 2D) = "black" {}
_SpecColor ("_SpecColor", Color) = (0.25, 0.25, 0.25, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.3
{% endblock %}
{% block body %}
#pragma multi_compile_local __ DECAL_BASE_NORMAL
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_OUTLINE
#pragma multi_compile_local __ DECAL_FILL
#include "TextDecal.cginc"
{% endblock %}
{% block pragmas_deferred_prepass %}
#pragma skip_variants DECAL_SPECMAP
{% endblock %}

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@ -29,7 +29,7 @@ Shader "ConformalDecals/Decal Back"
CGPROGRAM
#include "LightingKSP.cginc"
#pragma surface surf BlinnPhongSmooth vertex:vert
#pragma surface surf BlinnPhongKSP vertex:vert
#pragma target 3.0
sampler2D _MainTex;
@ -63,12 +63,12 @@ Shader "ConformalDecals/Decal Back"
// 45° rotation
uv_MainTex.x = IN.uv_MainTex.x - IN.uv_MainTex.y;
uv_MainTex.y = IN.uv_MainTex.x + IN.uv_MainTex.y;
// stagger every other row
uv_MainTex.y *= 2;
int row = floor(uv_MainTex.y);
uv_MainTex.x += row * _RowOffset;
uv_MainTex.y *= 2;
float4 color = _Color * tex2D(_MainTex,(uv_MainTex));
float3 normal = UnpackNormal(tex2D(_BumpMap, uv_BumpMap));

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@ -0,0 +1,161 @@
// WHAT IS THIS FILE?
// this file provides a replacement for the LightingKSP.cginc file that ships with part tools for writing custom shaders.
// This version enables support for the Deferred mod
//
// HOW DO I USE IT?
// Step 1)
// replace LightingKSP.cginc in your shader folder with this file, if present. If you aren't using LightingKSP.cginc
// in your shader, add the following below `CGPROGRAM`:
// `#include "../LightingKSP.cginc"`
//
// Step 2)
// add the following above `CGPROGRAM`:
// ```
// Stencil
// {
// Ref 1
// Comp Always
// Pass Replace
// }
// ```
//
// Step 3)
// there should be a line in your shader that looks like this:
// `#pragma surface surf BlinnPhongSmooth keepalpha`
// Remove the `keepalpha` if it's there. the part after `surf` is the name of the lighting function your shader uses now.
// If the lighting function is `BlinnPhong` or `BlinnPhongSmooth`, change it to `BlinnPhongKSP`
// If the lighting function is `Standard`, change it to `StandardKSP`
// If the lighting function is `StandardSpecular`, change it to `StandardSpecularKSP`
#ifndef LIGHTING_KSP_INCLUDED
#define LIGHTING_KSP_INCLUDED
#include "UnityPBSLighting.cginc"
#define blinnPhongShininessPower 0.215
// An exact conversion from blinn-phong to PBR is impossible, but the look can be approximated perceptually
// and by observing how blinn-phong looks and feels at various settings, although it can never be perfect
// 1) The specularColor can be used as is in the PBR specular flow, just needs to be divided by PI so it sums up to 1 over the hemisphere
// 2) Blinn-phong shininess doesn't stop feeling shiny unless at very low values, like below 0.04
// while the PBR smoothness feels more linear -> map shininess to smoothness accordingly using a function
// that increases very quickly at first then slows down, I went with something like x^(1/4) or x^(1/6) then made the power configurable
// I tried various mappings from the literature but nothing really worked as well as this
// 3) Finally I noticed that some parts still looked very shiny like the AV-R8 winglet while in stock they looked rough thanks a low
// specularColor but high shininess and specularMap, so I multiplied the smoothness by the sqrt of the specularColor and that caps
// the smoothness when specularColor is low
void GetStandardSpecularPropertiesFromLegacy(float legacyShininess, float specularMap, out float3 specular,
out float smoothness)
{
float3 legacySpecularColor = saturate(_SpecColor);
smoothness = pow(legacyShininess, blinnPhongShininessPower) * specularMap;
smoothness *= sqrt(length(legacySpecularColor));
specular = legacySpecularColor * UNITY_INV_PI;
}
float4 _Color;
// LEGACY BLINN-PHONG LIGHTING FUNCTION FOR KSP WITH PBR CONVERSION FOR DEFERRED
inline float4 LightingBlinnPhongKSP(SurfaceOutput s, half3 viewDir, UnityGI gi)
{
return LightingBlinnPhong(s,viewDir, gi);
}
inline float4 LightingBlinnPhongKSP_Deferred(SurfaceOutput s, float3 worldViewDir, UnityGI gi,
out float4 outDiffuseOcclusion, out float4 outSpecSmoothness,
out float4 outNormal)
{
SurfaceOutputStandardSpecular ss;
ss.Albedo = s.Albedo;
ss.Normal = s.Normal;
ss.Emission = s.Emission;
ss.Occlusion = 1;
ss.Alpha = saturate(s.Alpha);
GetStandardSpecularPropertiesFromLegacy(s.Specular, s.Gloss, ss.Specular, ss.Smoothness);
return LightingStandardSpecular_Deferred(ss, worldViewDir, gi, outDiffuseOcclusion, outSpecSmoothness, outNormal);
}
inline void LightingBlinnPhongKSP_GI(inout SurfaceOutput s, UnityGIInput gi_input, inout UnityGI gi)
{
#ifndef UNITY_PASS_DEFERRED
gi = UnityGlobalIllumination(gi_input, 1.0, s.Normal);
#endif
}
// STANDARD UNITY LIGHTING FUNCTION FOR KSP
inline float4 LightingStandardKSP(SurfaceOutputStandard s, float3 worldViewDir, UnityGI gi)
{
return LightingStandard(s, worldViewDir, gi); // no change
}
inline float4 LightingStandardKSP_Deferred(SurfaceOutputStandard s, float3 worldViewDir, UnityGI gi,
out float4 outDiffuseOcclusion,
out float4 outSpecSmoothness, out float4 outNormal)
{
return LightingStandard_Deferred(s, worldViewDir, gi, outDiffuseOcclusion, outSpecSmoothness, outNormal);
}
inline void LightingStandardKSP_GI(inout SurfaceOutputStandard s, UnityGIInput gi_input, inout UnityGI gi)
{
#ifndef UNITY_PASS_DEFERRED
LightingStandard_GI(s, gi_input, gi);
#endif
}
// STANDARD SPECULAR UNITY LIGHTING FUNCTION FOR KSP
inline float4 LightingStandardSpecularKSP(SurfaceOutputStandardSpecular s, float3 worldViewDir, UnityGI gi)
{
return LightingStandardSpecular(s, worldViewDir, gi); // no change
}
inline float4 LightingStandardSpecularKSP_Deferred(SurfaceOutputStandardSpecular s, float3 worldViewDir, UnityGI gi,
out float4 outDiffuseOcclusion,
out float4 outSpecSmoothness, out float4 outNormal)
{
return LightingStandardSpecular_Deferred(s, worldViewDir, gi, outDiffuseOcclusion, outSpecSmoothness, outNormal);
}
inline void LightingStandardSpecularKSP_GI(inout SurfaceOutputStandardSpecular s, UnityGIInput gi_input,
inout UnityGI gi)
{
#ifndef UNITY_PASS_DEFERRED
LightingStandardSpecular_GI(s, gi_input, gi);
#endif
}
float4 _LocalCameraPos;
float4 _LocalCameraDir;
float4 _UnderwaterFogColor;
float _UnderwaterMinAlphaFogDistance;
float _UnderwaterMaxAlbedoFog;
float _UnderwaterMaxAlphaFog;
float _UnderwaterAlbedoDistanceScalar;
float _UnderwaterAlphaDistanceScalar;
float _UnderwaterFogFactor;
float4 UnderwaterFog(float3 worldPos, float3 color)
{
// skip fog in deferred mode
#ifdef UNITY_PASS_DEFERRED
return float4(color, 1);
#endif
float3 toPixel = worldPos - _LocalCameraPos.xyz;
float toPixelLength = length(toPixel); ///< Comment out the math--looks better without it.
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);
}
#endif

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@ -0,0 +1,45 @@
#ifndef SDF_INCLUDED
#define SDF_INCLUDED
// based on functions by Inigo Quilez
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
// SDF of a box
float sdBox( in float2 p, in float2 b ) {
float2 d = abs(p)-b;
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}
// SDF of a box with corner radius r
float sdRoundedBox( in float2 p, in float2 b, in float r ) {
float2 d = abs(p)-b+r;
return min(max(d.x,d.y),0.0) + length(max(d,0.0)) - r;
}
// SDF of a box with corner radius r, based on the current UV position
// UV must be ∈ (0,1), with (0,0) on one corner
float sdRoundedUVBox( float2 uv, float r ) {
float dx = ddx(uv.x);
float dy = ddy(uv.y);
float2 dim = abs(float2(1/dx, 1/dy));
float2 halfDim = dim / 2;
float2 pos = (dim * uv) - halfDim;
return sdRoundedBox(pos, halfDim, r);
}
inline float SDFdDist(float dist) {
return length(float2(ddx(dist), ddy(dist)));
}
inline float SDFAA(float dist, float ddist) {
float pixelDist = dist / ddist;
return saturate(0.5-pixelDist);
}
inline float SDFAA(float dist) {
return SDFAA(dist, SDFdDist(dist));
}
#endif

View File

@ -12,7 +12,7 @@ Shader "ConformalDecals/SelectionGlow"
}
SubShader
{
Tags { "Queue" = "Transparent" }
Tags { "Queue" = "Transparent" "IgnoreProjector" = "true" }
Cull Back
ZWrite Off

View File

@ -0,0 +1,73 @@
Shader "ConformalDecals/Text Blit"
{
Properties
{
_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
_WeightNormal("Weight Normal", float) = 0
_WeightBold("Weight Bold", float) = 0.5
_ScaleRatioA("Scale RatioA", float) = 1
_ScaleRatioB("Scale RatioB", float) = 1
_ScaleRatioC("Scale RatioC", float) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" }
Cull Off
ZWrite Off
Pass
{
BlendOp Max
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
// font weights to fake bold
float _WeightNormal;
float _WeightBold;
// no idea what these do
float _ScaleRatioA;
float _ScaleRatioB;
float _ScaleRatioC;
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0; // u, v, bias, 0
};
v2f vert(float4 vertex : POSITION, float2 uv0 : TEXCOORD0, float2 uv1 : TEXCOORD1) {
float bold = step(uv1.y, 0);
float weight = lerp(_WeightNormal, _WeightBold, bold) * _ScaleRatioA / 8.0;
float bias = 1 - weight;
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = float4(uv0.x, uv0.y, bias, weight);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float2 uv = i.uv.xy;
float bias = i.uv.z;
float weight = i.uv.w;
fixed4 c = 0;
c.r = saturate(tex2D(_MainTex,(uv)).a + weight);
return c;
}
ENDCG
}
}
}

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@ -0,0 +1,141 @@
Shader "ConformalDecals/UI/Color Slider"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
_Radius("Radius", Float) = 4
_OutlineGradient("Outline Gradient Step", Range (0, 1)) = 0.6
_OutlineOpacity("Outline Opacity", Range (0, 0.5)) = 0.1
_OutlineWidth("Outline Width", Float) = 3
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[Toggle(HUE)] _Hue ("Hue", int) = 0
[Toggle(RED)] _Red ("Red", int) = 0
[Toggle(GREEN)] _Green ("Green", int) = 0
[Toggle(BLUE)] _Blue ("Blue", int) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma require integers
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "HSL.cginc"
#include "../SDF.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#pragma multi_compile_local HUE RED GREEN BLUE
float4 _ClipRect;
float _Radius;
float4 _Color;
float _OutlineGradient;
float _OutlineOpacity;
float _OutlineWidth;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPosition = v.vertex;
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 color = 1;
#ifdef HUE
color.rgb = HSV2RGB(float3(i.uv.y, _Color.y, _Color.z));
#endif //HUE
#ifdef RED
color.rgb = float3(i.uv.x, _Color.g, _Color.b);
#endif //RED
#ifdef GREEN
color.rgb = float3(_Color.r, i.uv.x, _Color.b);
#endif //GREEN
#ifdef BLUE
color.rgb = float3(_Color.r, _Color.g, i.uv.x);
#endif //BLUE
float rrect = sdRoundedUVBox(i.uv, _Radius);
float gradient = smoothstep(_OutlineGradient, 1 - _OutlineGradient, i.uv.y);
float outlineOpacity = _OutlineOpacity * smoothstep(-1*_OutlineWidth, 0, rrect);
color.rgb = lerp(color.rgb, gradient, outlineOpacity);
color.a = saturate(0.5 - rrect);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

View File

@ -0,0 +1,122 @@
Shader "ConformalDecals/UI/HSV Square"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
_Radius("Radius", Float) = 4
_OutlineGradient("Outline Gradient Step", Range (0, 1)) = 0.6
_OutlineOpacity("Outline Opacity", Range (0, 0.5)) = 0.1
_OutlineWidth("Outline Width", Float) = 3
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma require integers
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "HSL.cginc"
#include "../SDF.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
float4 _ClipRect;
float _Radius;
float4 _Color;
float _OutlineGradient;
float _OutlineOpacity;
float _OutlineWidth;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPosition = v.vertex;
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 color = 1;
color.a = saturate(0.5 - sdRoundedUVBox(i.uv, _Radius));
color.rgb = HSV2RGB(float3(_Color.x, i.uv.x, i.uv.y));
float rrect = sdRoundedUVBox(i.uv, _Radius);
float gradient = smoothstep(_OutlineGradient, 1 - _OutlineGradient, i.uv.y);
float outlineOpacity = _OutlineOpacity * smoothstep(-1*_OutlineWidth, 0, rrect);
color.rgb = lerp(color.rgb, gradient, outlineOpacity);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

View File

@ -0,0 +1,120 @@
Shader "ConformalDecals/UI/Color Swatch"
{
Properties
{
_Color("Color", Color) = (0,0,0,0)
_Radius("Radius", Float) = 4
_OutlineGradient("Outline Gradient Step", Range (0, 1)) = 0.6
_OutlineOpacity("Outline Opacity", Range (0, 0.5)) = 0.1
_OutlineWidth("Outline Width", Float) = 3
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma require integers
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "HSL.cginc"
#include "../SDF.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#pragma multi_compile_local HUE RED GREEN BLUE
float4 _ClipRect;
float _Radius;
float4 _Color;
float _OutlineGradient;
float _OutlineOpacity;
float _OutlineWidth;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPosition = v.vertex;
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 color = _Color;
color.a = saturate(0.5 - sdRoundedUVBox(i.uv, _Radius));
float rrect = sdRoundedUVBox(i.uv, _Radius);
float gradient = smoothstep(_OutlineGradient, 1 - _OutlineGradient, i.uv.y);
float outlineOpacity = _OutlineOpacity * smoothstep(-1*_OutlineWidth, 0, rrect);
color.rgb = lerp(color.rgb, gradient, outlineOpacity);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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#ifndef HSL_INCLUDED
#define HSL_INCLUDED
inline float3 HSL2RGB(float3 hsl) {
int3 n = int3(0, 8, 4);
float3 k = (n + hsl.x * 12) % 12;
float a = hsl.y * min(hsl.z, 1 - hsl.z);
return hsl.z - a * max(-1, min(k - 3, min(9 - k, 1)));
}
inline float3 HSV2RGB(float3 hsv) {
int3 n = int3(5, 3, 1);
float3 k = (n + hsv.x * 6) % 6;
return hsv.z - hsv.z * hsv.y * max(0, min(1, min(k, 4 - k)));
}
#endif

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using UnityEngine;
using UnityEngine.UI;
namespace ConformalDecals.UI {
public class TextEntryController : MonoBehaviour {
[SerializeField] private Selectable _textBox;
[SerializeField] private Button _fontButton;
[SerializeField] private Slider _lineSpacingSlider;
[SerializeField] private Selectable _lineSpacingTextBox;
[SerializeField] private Slider _charSpacingSlider;
[SerializeField] private Selectable _charSpacingTextBox;
[SerializeField] private Toggle _boldButton;
[SerializeField] private Toggle _italicButton;
[SerializeField] private Toggle _underlineButton;
[SerializeField] private Toggle _smallCapsButton;
[SerializeField] private Toggle _verticalButton;
public void Close() { }
public void OnTextUpdate(string text) { }
public void OnFontMenu() { }
public void OnLineSpacingUpdate(float value) { }
public void OnLineSpacingUpdate(string text) { }
public void OnCharSpacingUpdate(float value) { }
public void OnCharSpacingUpdate(string text) { }
public void OnBoldUpdate(bool state) { }
public void OnItalicUpdate(bool state) { }
public void OnUnderlineUpdate(bool state) { }
public void OnSmallCapsUpdate(bool state) { }
public void OnVerticalUpdate(bool state) { }
}
}

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/Users/drewcassidy/Projects/KSP-Conformal-Decals/Source/ConformalDecals/UI/UITag.cs

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using UnityEngine;
[ExecuteInEditMode]
public class DecalProjectorTest : MonoBehaviour
{
public GameObject target = null;
public Material targetMaterial = null;
public MeshRenderer targetRenderer;
public float aspectRatio = 1.0f;
public float size = 1.0f;
public float factor = 1.0f;
private Matrix4x4 _projectionMatrix;
private Matrix4x4 _OrthoMatrix;
private int _matrixID;
private int _normalID;
public int _tangentID;
// Start is called before the first frame update
void Awake()
{
_projectionMatrix = Matrix4x4.identity;
_matrixID = Shader.PropertyToID("_ProjectionMatrix");
_normalID = Shader.PropertyToID("_DecalNormal");
_tangentID= Shader.PropertyToID("_DecalTangent");
targetRenderer = target.GetComponent<MeshRenderer>();
}
// Update is called once per frame
void Update()
{
Vector3 pos =new Vector3( 0.5f ,0.5f, 0);
Vector3 scale = new Vector3(1 / size, 1 / (aspectRatio * size), 1);
_OrthoMatrix.SetTRS(pos, Quaternion.identity, scale);
//Debug.Log(_OrthoMatrix);
var targetToProjector = transform.worldToLocalMatrix * targetRenderer.localToWorldMatrix;
var projectorToTarget = targetRenderer.worldToLocalMatrix * transform.localToWorldMatrix;
_projectionMatrix = _OrthoMatrix * targetToProjector;
targetMaterial.SetMatrix(_matrixID, _projectionMatrix);
targetMaterial.SetVector(_normalID, projectorToTarget.MultiplyVector(Vector3.back).normalized);
targetMaterial.SetVector(_tangentID, projectorToTarget.MultiplyVector(Vector3.right).normalized);
}
}

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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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile DECAL_PROJECT DECAL_PREVIEW
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _RimFalloff;
float4 _RimColor;
#define DECAL_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormalDXT5nm(tex2D(_DecalBumpMap, IN.uv_bump));
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Normal = normal;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile DECAL_PROJECT DECAL_PREVIEW
sampler2D _Decal;
sampler2D _DecalBumpMap;
float4 _Decal_ST;
float4 _DecalBumpMap_ST;
float _RimFalloff;
float4 _RimColor;
#define DECAL_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, IN.uv_bump));
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Normal = normal;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

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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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

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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
_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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

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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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _SpecMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
decalClipAlpha(color.a - _Cutoff);
float3 normal = IN.normal;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
color.a *= _DecalOpacity;
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r * color.a;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _SpecMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
decalClipAlpha(color.a - _Cutoff);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

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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
_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)
[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
}
SubShader
{
Tags { "Queue" = "Geometry+100" }
Cull [_Cull]
Ztest LEqual
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float4 _SpecMap_ST;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert_forward
#pragma fragment frag_forward
#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
#pragma multi_compile __ DECAL_PREVIEW
sampler2D _Decal;
sampler2D _SpecMap;
float4 _Decal_ST;
float4 _Decal_TexelSize;
float4 _SpecMap_ST;
float _Smoothness;
float _SmoothnessMipScale;
float _EdgeWearStrength;
float _EdgeWearOffset;
half _Shininess;
float _RimFalloff;
float4 _RimColor;
#define DECAL_BASE_NORMAL
#define DECAL_SPECULAR
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "LightingKSP.cginc"
#include "DecalsCommon.cginc"
void surf (DecalSurfaceInput IN, inout SurfaceOutput o)
{
float4 color = tex2D(_Decal, IN.uv_decal);
float3 specular = tex2D(_SpecMap, IN.uv_spec);
float3 normal = IN.normal;
float smoothScale = (1 - saturate(1-(CalcMipLevel(IN.uv_decal * _Decal_TexelSize.zw) * _SmoothnessMipScale))) / 2;
color.a = smoothstep(_Cutoff - smoothScale, saturate(_Smoothness + smoothScale + _Cutoff), color.a);
decalClipAlpha(color.a);
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float wearFactor = 1 - normal.z;
float wearFactorAlpha = saturate(_EdgeWearStrength * wearFactor);
color.a *= saturate(1 + _EdgeWearOffset - saturate(_EdgeWearStrength * wearFactor));
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = color.a * _DecalOpacity;
o.Emission = emission;
o.Specular = _Shininess;
o.Gloss = specular.r;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}

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@ -1,287 +0,0 @@
#ifndef DECALS_COMMON_INCLUDED
#define DECALS_COMMON_INCLUDED
struct DecalSurfaceInput
{
float2 uv_decal;
#ifdef DECAL_NORMAL
float2 uv_bump;
#endif //DECAL_NORMAL
#ifdef DECAL_SPECULAR
float2 uv_spec;
#endif //DECAL_SPECULAR
#ifdef DECAL_EMISSIVE
float2 uv_glow;
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
float3 normal;
#endif
float3 viewDir;
float3 worldPosition;
};
struct appdata_decal
{
float4 vertex : POSITION;
float3 normal : NORMAL;
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
#endif
};
struct v2f
{
UNITY_POSITION(pos);
float3 normal : NORMAL;
float4 uv_decal : TEXCOORD0;
#ifdef DECAL_BASE_NORMAL
float2 uv_base : TEXCOORD1;
#endif //DECAL_BASE_NORMAL
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
#ifdef UNITY_PASS_FORWARDBASE
fixed3 vlight : TEXCOORD5;
UNITY_SHADOW_COORDS(6)
#endif //UNITY_PASS_FORWARDBASE
#ifdef UNITY_PASS_FORWARDADD
UNITY_LIGHTING_COORDS(5,6)
#endif //UNITY_PASS_FORWARDADD
};
// Projection matrix, normal, and tangent vectors
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalTangent;
#ifdef DECAL_BASE_NORMAL
sampler2D _BumpMap;
float4 _BumpMap_ST;
#endif //DECAL_BASE_NORMAL
float _Cutoff;
float _DecalOpacity;
float _Opacity;
float4 _Background;
inline void decalClipAlpha(float alpha) {
#ifndef DECAL_PREVIEW
clip(alpha - 0.001);
#endif
}
inline float CalcMipLevel(float2 texture_coord) {
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
// 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);
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;
fixed4 c = 0;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
return c;
}
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
v2f vert_forward(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
#ifdef DECAL_PREVIEW
o.uv_decal = v.texcoord;
#else
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#endif //DECAL_PREVIEW
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL
float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
// SH/ambient light
#if UNITY_SHOULD_SAMPLE_SH
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
o.vlight = shlight;
#else
o.vlight = 0.0;
#endif // UNITY_SHOULD_SAMPLE_SH
// vertex light
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE
// pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_LIGHTING(o, 0.0);
return o;
}
fixed4 frag_forward(v2f IN) : SV_Target
{
// declare data
DecalSurfaceInput i;
SurfaceOutput o;
fixed4 c = 0;
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);
float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
// setup world-space light and view direction vectors
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
// perform decal projection
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
// clip texture outside of xyz bounds
clip(uv_projected.xyz);
clip(1-uv_projected.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
#endif //DECAL_PREVIEW
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
#ifdef DECAL_NORMAL
i.uv_bump = TRANSFORM_TEX(uv_projected, _DecalBumpMap);
#endif //DECAL_NORMAL
#ifdef DECAL_SPECULAR
i.uv_spec = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECULAR
#ifdef DECAL_EMISSIVE
i.uv_glow = TRANSFORM_TEX(uv_projected, _GlowMap);
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
#ifdef DECAL_PREVIEW
i.normal = fixed3(0,0,1);
#else
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
#endif //DECAL_PREVIEW
#endif //DECAL_BASE_NORMAL
//i.normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPosition;
// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
// call surface function
surf(i, o);
#ifdef DECAL_PREVIEW
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Gloss = lerp(_Background.a, o.Gloss, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity;
#endif //DECAL_PREVIEW
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)
// compute world normal
float3 WorldNormal;
WorldNormal.x = dot(_unity_tbn_0, o.Normal);
WorldNormal.y = dot(_unity_tbn_1, o.Normal);
WorldNormal.z = dot(_unity_tbn_2, o.Normal);
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;
//call modified KSP lighting function
c += LightingBlinnPhongDecal(o, lightDir, worldViewDir, atten);
// Forward base emission and ambient/vertex lighting
#ifdef UNITY_PASS_FORWARDBASE
c.rgb += o.Emission;
c.rgb += o.Albedo * IN.vlight;
c.a = o.Alpha;
#endif //UNITY_PASS_FORWARDBASE
// Forward add multiply by alpha
#ifdef UNITY_PASS_FORWARDADD
c.rgb *= o.Alpha;
#endif
return c;
}
#endif

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@ -1,102 +0,0 @@
#ifndef LIGHTING_KSP_INCLUDED
#define LIGHTING_KSP_INCLUDED
inline fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
{
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);
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;
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;
}
inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
{
// half diff = max (0, dot (s.Normal, lightDir));
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
inline half4 LightingUnlit_PrePass(SurfaceOutput s, half4 light)
{
half4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { return fixed4(0, 0, 0, 0); }
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);
//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;
}
float4 _LocalCameraPos;
float4 _LocalCameraDir;
float4 _UnderwaterFogColor;
float _UnderwaterMinAlphaFogDistance;
float _UnderwaterMaxAlbedoFog;
float _UnderwaterMaxAlphaFog;
float _UnderwaterAlbedoDistanceScalar;
float _UnderwaterAlphaDistanceScalar;
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);
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);
}
#endif

229
CHANGELOG.md Normal file
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@ -0,0 +1,229 @@
# Changelog
All notable changes to this project will be documented in this file
| modName | Conformal Decals |
| ------- |:-------------------------------------------------------------------------------------|
| license | CC-By-SA & GPL3 |
| website | https://forum.kerbalspaceprogram.com/index.php?/topic/194802-18-111-conformal-decals |
| author | Andrew Cassidy |
## 0.2.14 - 2024-06-25
### Fixed
- Fixed parts showing as all black with the Deferred Rendering mod
## 0.2.13 - 2024-05-17
### Fixed
- Fixed flag decals sometimes not respecting image aspect ratio
## 0.2.12 - 2022-10-31
### Changed
- Updated bundled Shabby to 0.3.0. Does not affect CKAN users
- Made flag aspect ratio overrides configurable with `ASPECTRATIO` nodes in the config. User flags added to Squad/Flags should now be the correct aspect ratio
- All decal aspect ratios can now be overriden with the `aspectRatio` field
### Fixed
- Reverted some changes from last version that were causing issues on launch
## 0.2.11 - 2022-10-30
### Fixed
- PR by LinuxGuruGamer:
- Fixed nullref caused when an entry in `_targets` was null
- Fixed memory leak caused by the OnDestroy() methods not being called due to them being virtual
## 0.2.10 - 2022-03-14
### Fixed
- Fixed decals not projecting on loading prefabs
### Changed
- Re-enabled projecting onto TransparentFX layer
### Added
- Allowed for regular expressions to be used when blacklisting shaders
- Added all Waterfall shaders to the shader blacklist when Waterfall is present
## 0.2.9 - 2022-03-12
### Fixed
- Fixed text decals breaking when used in symmetry
- Fixed decals projecting onto the TransparentFX layer, such as Waterfall plumes
## 0.2.8
- Update bundled Shabby to support Harmony 2 for compatibility with other mods
- Update bundled B9PartSwitch to 2.18.0
## 0.2.7
- Supported KSP versions: 1.8.x to 1.11.x
### Notes:
- Attaching decal parts in flight using engineer kerbals is not supported.
### Fixed:
- Fixed certain non-ascii strings not rendering correctly under certain circumstances.
- Yet another attempted fix for the planet text glitch.
## 0.2.6
### Fixed:
- Fixed stock flags appearing stretched by forcing their aspect ratio to be correct.
- Another attempted fix for the planet text glitch.
## 0.2.5
### Fixed:
- Fixed line spacing, character spacing, and vertical settings not applying to symmetry counterparts
## 0.2.4
### Fixed:
- Fixed red text appearing on planets due to KSP bug by clearing render textures afterwards.
- Fixed fonts not saving correctly.
### Changed:
- Lowered step size for decal size and depth to 1cm.
- Changed default max size to 5m.
- Changed default text decal size to 0.2m
- Text decals now show as a circle if they contain only whitespace.
## 0.2.3
### Fixed:
- Fixed TMP subobjects being deleted, causing fallback fonts to fail in some situations.
- Started using URL-style encoding for text decals behind the scenes to prevent issues with certain characters.
- Fixed text decals having zero size when they had only whitespace or an empty string.
- Fixed decals having drag and causing issues when using FAR.
- Fixed broken saving of text decals in certain circumstances.
## 0.2.2
### Fixed:
- Fixed corrupted text rendering when a vessel loads during a scene change.
## 0.2.1
### Changed:
- Pressing enter in the text entry window now types a newline.
### Fixed:
- Renamed font assetbundle. The old extension was causing the game to try to load it twice on Windows due to legacy compatability features.
- Fixed text rendering on DirectX resulting in black boxes by using ARGB32 instead of RG16 for the render texture in DirectX.
## 0.2.0
### New Parts:
- CDL-3 Surface Base Decal: A set of conformal decals based on the symbols from the movie Moon (2009) designed by Gavin Rothery
- CDL-T Custom Text Decal: A customizable text decal with a variety of fonts
### Changed:
- New ModuleConformalText module for customizable text
- Text, font, and style can all be customized, as well as text fill and outline colors and widths
- Same projection and opacity options as other conformal decals
- New StandardText decal shader supporting the text module
- Unified all decal shaders into a single "StandardDecal" shader with variants supporting any combination of bump, specular and emissive maps, plus SDF alphas.
- Old shaders are remapped to Standard shader plus keywords automatically.
- New SDF-based antialiasing for when decals extend to their borders, e.g. on opaque flags.
- New "KEYWORD" material modifier, allowing for shader features to be enabled and disabled.
- Material modifiers can now be removed in variants by setting `remove = true` inside them.
### Fixed:
- Fixed WIDTH and HEIGHT scale modes being flipped
- Removed some debug log statements
- Dependencies:
- Updated ModuleManager to version 4.1.4
## 0.1.4
Supported KSP versions: 1.8.x to 1.10.x
### Fixed:
- 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.
## 0.1.3
### Fixe:
- Fixed decals being able to be scaled down to 0
### Changed:
- 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
## 0.1.2
### Fixed:
- Disabled writing to the zbuffer in the decal bounds shader. Should fix any issues with Scatterer or EVE.
## 0.1.1
### Fixed:
- Fixed flag decal not adjusting to new texture sizes immediately.
- Fixed decal bounds being visible on launch.
- Fixed decal bounds being visible in the part icon.
## 0.1.0
Initial release!
### New Parts:
- CDL-F Flag Decal: Conformal flag decal, which uses either the mission flag or a flag of your choosing.
- CDL-1 Generic Decal: A set of conformal generic decals for planes and rockets
- CDL-2 Semiotic Standard Decal: A set of conformal decals based on the Semiotic Standard for All Commercial Trans-Stellar Utility Lifter and Transport Spacecraft designed by Ron Cobb for the movie Alien

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@ -18,6 +18,14 @@ Localization
#LOC_ConformalDecals_gui-aspectratio = Aspect Ratio
#LOC_ConformalDecals_gui-select-flag = Select Flag
#LOC_ConformalDecals_gui-reset-flag = Reset Flag
#LOC_ConformalDecals_gui-set-text = Set Text
#LOC_ConformalDecals_gui-group-fill = Fill
#LOC_ConformalDecals_gui-group-outline = Outline
#LOC_ConformalDecals_gui-fill = Fill
#LOC_ConformalDecals_gui-set-fill-color = Set Fill Color
#LOC_ConformalDecals_gui-outline = Outline
#LOC_ConformalDecals_gui-outline-width = Outline Width
#LOC_ConformalDecals_gui-set-outline-color = Set Outline Color
// PARTS
@ -26,6 +34,11 @@ Localization
#LOC_ConformalDecals_flag-description = A simple switchable flag. Can either use the mission flag or select a specific flag to use.
#LOC_ConformalDecals_flag-tags = conformal decal sticker flag
// Text
#LOC_ConformalDecals_text-title = CDL-T Text Decal
#LOC_ConformalDecals_text-description = A decal that can display custom text in a variety of fonts
#LOC_ConformalDecals_text-tags = conformal decal sticker text font
// Generic Decals
#LOC_ConformalDecals_generic-title = CDL-1 Generic Decal
#LOC_ConformalDecals_generic-description = A set of generic warning decals and signs to add to your vehicles.
@ -64,7 +77,7 @@ Localization
// Semiotic Decals
#LOC_ConformalDecals_semiotic-title = CDL-2 Semiotic Standard Decal
#LOC_ConformalDecals_semiotic-description = After several unfortunate mishaps with confusing signage on spacecraft, The Peel-N-Stik™ Corporation teamed up with Kerland-Mutani to unveil the Semiotic Standard for Kerbal Vessels, a set of standardized icons for use on ships and stations.
#LOC_ConformalDecals_semiotic-description = After several unfortunate mishaps with confusing signage on spacecraft, The Peel-N-Stik™ Corporation teamed up with Kerland-Mutani to unveil the Semiotic Standard for Kerbal Vessels, a set of standardized icons for use on ships and stations. (Based on the work of Ron Cobb)
#LOC_ConformalDecals_semiotic-tags = conformal decal sticker semiotic standard for kerbal vessels Ron Cobb Alien
#LOC_ConformalDecals_semiotic-variant-00 = Hazard
#LOC_ConformalDecals_semiotic-variant-01 = Blank
@ -98,5 +111,47 @@ Localization
#LOC_ConformalDecals_semiotic-variant-29 = Radiation Hazard
#LOC_ConformalDecals_semiotic-variant-30 = Radiation Bunker
#LOC_ConformalDecals_semiotic-variant-31 = Exhaust
// Munar Decals
#LOC_ConformalDecals_munar-title = CDL-3 Surface Base Decal
#LOC_ConformalDecals_munar-description = Munar Industries Ltd. saw the wild success of the CDL-2 decal, and wanted to develop a decal set for their own line of Heluim mining bases. These decals are more explicit than the Semiotic Standard and aimed at the hazards that come with more advanced techonologies. (Based on the work of Gavin Rothery)
#LOC_ConformalDecals_munar-tag = conformal decal sticker Moon munar lunar industries Gavin Rothery Sarang
#LOC_ConformalDecals_munar-variant-severe-danger = Severe Danger
#LOC_ConformalDecals_munar-variant-danger = Danger
#LOC_ConformalDecals_munar-variant-hazard = Hazard
#LOC_ConformalDecals_munar-variant-warning = Warning
#LOC_ConformalDecals_munar-variant-bulkhead = Bulkhead
#LOC_ConformalDecals_munar-variant-hatch = Hatch
#LOC_ConformalDecals_munar-variant-pressure-hatch = Hatch (Pressurized)
#LOC_ConformalDecals_munar-variant-door = Doorway
#LOC_ConformalDecals_munar-variant-door-danger = Do Not Obstruct
#LOC_ConformalDecals_munar-variant-airlock-interior = Airlock (Interior)
#LOC_ConformalDecals_munar-variant-airlock-exterior = Airlock (Exterior)
#LOC_ConformalDecals_munar-variant-check-seals = Check All Seals
#LOC_ConformalDecals_munar-variant-pressure-seal = Pressure Seal
#LOC_ConformalDecals_munar-variant-vacuum = Danger Vacuum
#LOC_ConformalDecals_munar-variant-gas-mask = Breathing Apparatus Required
#LOC_ConformalDecals_munar-variant-oxygen-rich = Oxygen Rich Environment
#LOC_ConformalDecals_munar-variant-robotic-work = Heavy Robotic Work Ahead
#LOC_ConformalDecals_munar-variant-explosion = Explosion Hazard
#LOC_ConformalDecals_munar-variant-radiation = Radiation Hazard
#LOC_ConformalDecals_munar-variant-antimatter = Annihilation Hazard
#LOC_ConformalDecals_munar-variant-high-voltage = High Voltage
#LOC_ConformalDecals_munar-variant-extreme-voltage = Extreme Voltage
#LOC_ConformalDecals_munar-variant-explosive-bolts = Explosive Bolts
#LOC_ConformalDecals_munar-variant-autonomous-device = Autonomous Device
#LOC_ConformalDecals_munar-variant-gravity-adjust = Gravity Adjust
#LOC_ConformalDecals_munar-variant-electromagnetic = Strong EM Field
#LOC_ConformalDecals_munar-variant-mind-step = Mind Step
#LOC_ConformalDecals_munar-variant-class-1 = Class 1 Hazard: Flammable Liquid
#LOC_ConformalDecals_munar-variant-class-2 = Class 2 Hazard: Flammable Solid
#LOC_ConformalDecals_munar-variant-class-3 = Class 3 Hazard: Magnetic Field
#LOC_ConformalDecals_munar-variant-class-4 = Class 4 Hazard: Electric Field
#LOC_ConformalDecals_munar-variant-class-5 = Class 5 Hazard: Pressurized Fuel
#LOC_ConformalDecals_munar-variant-class-6 = Class 6 Hazard: Pressurized Coolant
#LOC_ConformalDecals_munar-variant-class-7 = Class 7 Hazard: Cryogenic Liquid
#LOC_ConformalDecals_munar-variant-class-8 = Class 8 Hazard: Radioactive
#LOC_ConformalDecals_munar-variant-class-9 = Class 9 Hazard: Ionized Gas
#LOC_ConformalDecals_munar-variant-class-10 = Class 10 Hazard: Antimatter
}
}

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@ -65,7 +65,12 @@ PART
scaleRange = 0.1, 4
scaleMode = AVERAGE
shader = ConformalDecals/Paint/Specular
shader = ConformalDecals/Decal/Standard
KEYWORD {
name = DECAL_SDF_ALPHA
value = false
}
TEXTURE {
name = _Decal
@ -108,7 +113,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 128, 2, 128, 112
}
}
@ -123,7 +128,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 256, 2, 128, 112
}
}
@ -138,7 +143,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 384, 2, 128, 112
}
}
@ -153,7 +158,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 690, 4, 330, 118
}
}
@ -168,7 +173,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 898, 4, 122, 118
}
}
@ -183,7 +188,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 6, 126, 196, 132
}
}
@ -198,7 +203,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 210, 122, 94, 94
}
}
@ -213,7 +218,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 8, 262, 192, 70
}
}
@ -242,7 +247,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 508, 332, 262, 112
}
}
@ -257,7 +262,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 202, 218, 164, 114
}
}
@ -272,7 +277,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 366, 218, 164, 114
}
}
@ -347,7 +352,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 326, 426, 164, 20
}
}
@ -363,7 +368,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 776, 388, 48, 48
}
}
@ -378,7 +383,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 328, 456, 48, 48
}
}
@ -393,7 +398,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 376, 456, 48, 48
}
}
@ -408,7 +413,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 424, 456, 48, 48
}
}
@ -423,7 +428,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 472, 456, 48, 48
}
}
@ -438,7 +443,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 520, 456, 48, 48
}
}
@ -453,7 +458,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 568, 456, 48, 48
}
}
@ -468,7 +473,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 614, 456, 48, 48
}
}
@ -483,7 +488,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 662, 456, 48, 48
}
}
@ -498,7 +503,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 710, 456, 48, 48
}
}
@ -513,7 +518,7 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/SpecularSDF
KEYWORD { name = DECAL_SDF_ALPHA }
tile = 758, 456, 48, 48
}
}
@ -528,7 +533,10 @@ PART
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
shader = ConformalDecals/Paint/Diffuse
TEXTURE {
name = _SpecMap
remove = true
}
tile = 826, 360, 196, 150
opacity = 1

Binary file not shown.

View File

@ -0,0 +1,537 @@
PART
{
name = conformaldecals-munar
module = Part
author = Andrew Cassidy
MODEL
{
model = ConformalDecals/Assets/decal-blank
scale = 1.0, 1.0, 1.0
}
rescaleFactor = 1
// Attachment
attachRules = 1,1,0,0,1
node_attach = 0.0, 0.0, 0.05, 0.0, 0.0, -1.0
// Tech
TechRequired = start
// Info
cost = 75
category = Structural
// CDL-3 Surface Base Decal
title = #LOC_ConformalDecals_munar-title
// Peel-N-Stik Adhesive Decals
manufacturer = #LOC_ConformalDecals_agent-peel-n-stick_title
// Munar Industries Ltd. saw the wild success of the CDL-2 decal, and wanted to develop a decal set for their own line of Heluim mining bases. These decals are more explicit than the Semiotic Standard and aimed at the hazards that come with more advanced techonologies. (Based on the work of Gavin Rothery)
description = #LOC_ConformalDecals_munar-description
// conformal decal sticker Moon munar lunar industries Gavin Rothery Sarang
tags = #LOC_ConformalDecals_munar-tags
bulkheadProfiles = srf
// Parameters
mass = 0.0005
dragModel = NONE
angularDrag = 0.0
crashTolerance = 10
maxTemp = 2000
breakingForce = 350
breakingTorque = 150
physicalSignificance = NONE
MODULE
{
name = ModuleConformalDecal
useBaseNormal = true
tile = -1, -1, 0, 0
tileSize = 96, 96
tileIndex = 0
defaultScale = 0.1
defaultDepth = 0.1
defaultOpacity = 0.8
defaultCutoff = 0
scaleRange = 0.05, 0.5
scaleMode = MINIMUM
cutoffAdjustable = false
shader = ConformalDecals/Decal/Standard
TEXTURE {
name = _Decal
textureUrl = ConformalDecals/Parts/Munar/Munar-Atlas
isMain = true
autoTile = true
}
TEXTURE {
name = _SpecMap
textureUrl = ConformalDecals/Assets/Decal-Spec
autoScale = true
}
}
MODULE {
name = ModuleB9PartSwitch
SUBTYPE {
name = severe-danger
title = #LOC_ConformalDecals_munar-variant-severe-danger
primaryColor = #2B250D
secondaryColor = #F78000
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 0 }
}
}
SUBTYPE {
name = danger
title = #LOC_ConformalDecals_munar-variant-danger
primaryColor = #93927E
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 2 }
}
}
SUBTYPE {
name = hazard
title = #LOC_ConformalDecals_munar-variant-hazard
primaryColor = #2B250D
secondaryColor = #CC1F01
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 6 }
}
}
SUBTYPE {
name = warning
title = #LOC_ConformalDecals_munar-variant-warning
primaryColor = #2B250D
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 5 }
}
}
SUBTYPE {
name = bulkhead
title = #LOC_ConformalDecals_munar-variant-bulkhead
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 7 }
}
}
SUBTYPE {
name = hatch
title = #LOC_ConformalDecals_munar-variant-hatch
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 3 }
}
}
SUBTYPE {
name = pressure-hatch
title = #LOC_ConformalDecals_munar-variant-pressure-hatch
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 4 }
}
}
SUBTYPE {
name = door
title = #LOC_ConformalDecals_munar-variant-door
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 5 }
}
}
SUBTYPE {
name = door-danger
title = #LOC_ConformalDecals_munar-variant-door-danger
primaryColor = #2B250D
secondaryColor = #CC1F01
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
tile = 960, 0, 64, 96
scaleMode = HEIGHT
}
}
}
SUBTYPE {
name = airlock-interior
title = #LOC_ConformalDecals_munar-variant-airlock-interior
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 866, 96, 142, 96 }
}
}
SUBTYPE {
name = airlock-exterior
title = #LOC_ConformalDecals_munar-variant-airlock-exterior
primaryColor = #CC1F01
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 768, 96, 142, 96 }
}
}
SUBTYPE {
name = check-seals
title = #LOC_ConformalDecals_munar-variant-check-seals
primaryColor = White
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 8 }
}
}
SUBTYPE {
name = pressure-seal
title = #LOC_ConformalDecals_munar-variant-pressure-seal
primaryColor = White
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 9 }
}
}
SUBTYPE {
name = vacuum
title = #LOC_ConformalDecals_munar-variant-vacuum
primaryColor = #93927E
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 17 }
}
}
SUBTYPE {
name = gas-mask
title = #LOC_ConformalDecals_munar-variant-gas-mask
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 96, 320, 96, 116 }
}
}
SUBTYPE {
name = oxygen-rich
title = #LOC_ConformalDecals_munar-variant-oxygen-rich
primaryColor = #CC1F01
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 288, 416, 96, 96 }
}
}
SUBTYPE {
name = robotic-work
title = #LOC_ConformalDecals_munar-variant-robotic-work
primaryColor = #F78000
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 10 }
}
}
SUBTYPE {
name = explosion
title = #LOC_ConformalDecals_munar-variant-explosion
primaryColor = #F78000
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 0, 320, 96, 116 }
}
}
SUBTYPE {
name = radiation
title = #LOC_ConformalDecals_munar-variant-radiation
primaryColor = #F78000
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 1 }
}
}
SUBTYPE {
name = antimatter
title = #LOC_ConformalDecals_munar-variant-antimatter
primaryColor = #F78000
secondaryColor = #2B250D
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 11 }
}
}
SUBTYPE {
name = high-voltage
title = #LOC_ConformalDecals_munar-variant-high-voltage
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 13 }
}
}
SUBTYPE {
name = extreme-voltage
title = #LOC_ConformalDecals_munar-variant-extreme-voltage
primaryColor = #2B250D
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 14 }
}
}
SUBTYPE {
name = explosive-bolts
title = #LOC_ConformalDecals_munar-variant-explosive-bolts
primaryColor = #93927E
secondaryColor = #CC1F01
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 15 }
}
}
SUBTYPE {
name = autonomous-device
title = #LOC_ConformalDecals_munar-variant-autonomous-device
primaryColor = #2B250D
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tileIndex = 16 }
}
}
SUBTYPE {
name = gravity-adjust
title = #LOC_ConformalDecals_munar-variant-gravity-adjust
primaryColor = White
secondaryColor = #CC1F01
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 288, 320, 96, 96 }
}
}
SUBTYPE {
name = electromagnetic
title = #LOC_ConformalDecals_munar-variant-electromagnetic
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA {
tile = 967, 195, 50, 90
scaleMode = HEIGHT
}
}
}
SUBTYPE {
name = mind-step
title = #LOC_ConformalDecals_munar-variant-mind-step
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 1, 447, 230, 64 }
}
}
SUBTYPE {
name = class-1
title = #LOC_ConformalDecals_munar-variant-class-1
primaryColor = #CC1F01
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 0, 192, 96, 128 }
}
}
SUBTYPE {
name = class-2
title = #LOC_ConformalDecals_munar-variant-class-2
primaryColor = #93927E
secondaryColor = #CC1F01
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 96, 192, 96, 128 }
}
}
SUBTYPE {
name = class-3
title = #LOC_ConformalDecals_munar-variant-class-3
primaryColor = #93927E
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 192, 192, 96, 128 }
}
}
SUBTYPE {
name = class-4
title = #LOC_ConformalDecals_munar-variant-class-4
primaryColor = #93927E
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 288, 192, 96, 128 }
}
}
SUBTYPE {
name = class-5
title = #LOC_ConformalDecals_munar-variant-class-5
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 384, 192, 96, 128 }
}
}
SUBTYPE {
name = class-6
title = #LOC_ConformalDecals_munar-variant-class-6
primaryColor = #93927E
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 480, 192, 96, 128 }
}
}
SUBTYPE {
name = class-7
title = #LOC_ConformalDecals_munar-variant-class-7
primaryColor = #F78000
secondaryColor = #93927E
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 576, 192, 96, 128 }
}
}
SUBTYPE {
name = class-8
title = #LOC_ConformalDecals_munar-variant-class-8
primaryColor = #93927E
secondaryColor = #F78000
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 672, 192, 96, 128 }
}
}
SUBTYPE {
name = class-9
title = #LOC_ConformalDecals_munar-variant-class-9
primaryColor = #93927E
secondaryColor = #F78000
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 768, 192, 96, 128 }
}
}
SUBTYPE {
name = class-10
title = #LOC_ConformalDecals_munar-variant-class-10
primaryColor = #F78000
secondaryColor = White
MODULE {
IDENTIFIER { name = ModuleConformalDecal }
DATA { tile = 864, 192, 96, 128 }
}
}
}
}

View File

@ -21,13 +21,13 @@ PART
cost = 75
category = Structural
// CDL-1 Semiotic Standard Decal
// CDL-2 Semiotic Standard Decal
title = #LOC_ConformalDecals_semiotic-title
// Peel-N-Stik Adhesive Decals
manufacturer = #LOC_ConformalDecals_agent-peel-n-stick_title
// After several unfortunate mishaps with confusing signage on spacecraft, The Peel-N-Stik™ Corporation teamed up with Kerland-Mutani to unveil the Semiotic Standard for Kerbal Vessels, a set of standardized icons for use on ships and stations.
// After several unfortunate mishaps with confusing signage on spacecraft, The Peel-N-Stik™ Corporation teamed up with Kerland-Mutani to unveil the Semiotic Standard for Kerbal Vessels, a set of standardized icons for use on ships and stations. (Based on the work of Ron Cobb)
description = #LOC_ConformalDecals_semiotic-description
// conformal decal sticker semiotic standard for kerbal vessels Ron Cobb Alien
@ -62,7 +62,7 @@ PART
scaleRange = 0.05, 0.5
cutoffAdjustable = false
shader = ConformalDecals/Paint/Specular
shader = ConformalDecals/Decal/Standard
TEXTURE {
name = _Decal

View File

@ -53,5 +53,13 @@ PART
defaultDepth = 0.2
defaultCutoff = 0
shader = ConformalDecals/Decal/Standard
TEXTURE {
name = _SpecMap
textureUrl = ConformalDecals/Assets/Decal-Spec
autoScale = true
}
}
}

View File

@ -0,0 +1,69 @@
PART
{
name = conformaldecals-text
module = Part
author = Andrew Cassidy
MODEL
{
model = ConformalDecals/Assets/decal-blank
scale = 1.0, 1.0, 1.0
}
rescaleFactor = 1
// Attachment
attachRules = 1,1,0,0,1
node_attach = 0.0, 0.0, 0.1, 0.0, 0.0, -1.0
// Tech
TechRequired = start
// Info
cost = 75
category = Structural
// CDL-T Text Decal
title = #LOC_ConformalDecals_text-title
// Peel-N-Stik Adhesive Decals
manufacturer = #LOC_ConformalDecals_agent-peel-n-stick_title
// A decal that can display custom text in a variety of fonts
description = #LOC_ConformalDecals_text-description
// conformal decal sticker text font
tags = #LOC_ConformalDecals_text-tags
bulkheadProfiles = srf
// Parameters
mass = 0.0005
dragModel = NONE
angularDrag = 0.0
crashTolerance = 10
maxTemp = 2000
breakingForce = 350
breakingTorque = 150
physicalSignificance = NONE
MODULE
{
name = ModuleConformalText
text = Text
fontName = Calibri SDF
fillColor = #000000FF
outlineColor = #FFFFFFFF
fillEnabled = true
outlineEnabled = false
shader = ConformalDecals/Decal/Text
useBaseNormal = true
scaleMode = MINIMUM
defaultScale = 0.2
defaultDepth = 0.2
defaultCutoff = 0.5
}
}

View File

@ -0,0 +1,17 @@
// Decals are just paint, so they shouldnt affect a vessel's aerodynamics at all
@PART[*]:HAS[@MODULE[ModuleConformalDecal]]:After[FerramAerospaceResearch]
{
!MODULE[GeometryPartModule] {}
}
@PART[*]:HAS[@MODULE[ModuleConformalFlag]]:After[FerramAerospaceResearch]
{
!MODULE[GeometryPartModule] {}
}
@PART[*]:HAS[@MODULE[ModuleConformalText]]:After[FerramAerospaceResearch]
{
!MODULE[GeometryPartModule] {}
}

View File

@ -0,0 +1,7 @@
// Prevent projection onto Waterfall plumes
CONFORMALDECALS:NEEDS[Waterfall] {
SHADERBLACKLIST {
shaderRegex = Waterfall/.*
}
}

View File

@ -1,6 +1,7 @@
// Custom category, requires WildBlueTools to work
MODCAT
{
name = conformaldecals
title = #LOC_ConformalDecals_category-decals_title // Decals
folderName = ConformalDecals

View File

@ -4,20 +4,354 @@ CONFORMALDECALS {
SHADERBLACKLIST {
shader = DepthMask
shader = KSP/Alpha/Cutoff
shader = KSP/Alpha/Cutoff Bumped
shader = KSP/Alpha/Translucent
shader = KSP/Alpha/Translucent Additive
shader = KSP/Alpha/Translucent Specular
shader = KSP/Alpha/Unlit Transparent
shader = KSP/Bumped Specular (Transparent)
shader = KSP/FX/ScrollingUnlit
shader = KSP/Particles/Additive
shader = KSP/Particles/Additive (Soft)
shader = KSP/Particles/Alpha Blended
shader = KSP/Particles/Alpha Blended Emissive Cutout
shader = KSP/Specular (Cutoff)
shader = KSP/Specular (Transparent)
shader = Solid Color (Alpha)
shaderRegex = KSP/Alpha/.*
shaderRegex = KSP/Particles/.*
}
FONT {
name = LiberationSans SDF
title = Liberation Sans
}
FONT {
name = Calibri SDF
title = Calibri
}
FONT {
name = NotoSans-Regular SDF
title = Noto Sans
}
FONT {
name = Waukegan LDO Extended SDF
title = Waukegan Extended
}
FONT {
name = Nasalization SDF
title = Nasalization
}
FONT {
name = Helvetica SDF
title = Helvetica
}
FONT {
name = amarurgt SDF
title = Amarillo USAF
style = 32
styleMask = 4
}
ASPECTRATIO {
path = Squad/Flags/09
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/Sentinel_Flag
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/blorbs
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/bullseye
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/capsule
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/circles
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/default
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/hexagon
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/hexagonCircles
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/kerbal1
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/kerbal2
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/kerbin
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/kerbinmunflag
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/line
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/minimalistic
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/orbit
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/orbs
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/retro
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/rings
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/rocketScience
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/satellite
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/spheres
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/squadLogo
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/squadLogo2
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/stripes
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/trees
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Flags/trippy
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsAgency/NASA
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsAgency/esa_dark_blue
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsAgency/uk_space_agency
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsOrganization/B612_Foundation_flag
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsOrganization/ESA_Arianespace
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsOrganization/electron
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/FlagsOrganization/rocketlab
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/C7AerospaceDivision
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/DinkelsteinKermansConstructionEmporium
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/ExperimentalEngineering
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/FlooydResearchLab
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/GoliathNationalProducts
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/IntegratedIntegrals
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/IonicSymphonicProtonicElectronics
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/JebsJunkyard
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/KerbalMotion
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/KerbinWorldFirstRecordKeepingSociety
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/Kerbodyne
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/Kerlington
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/MaxoConstructionToys
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/MovingPartsExpertsGroup
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/OMBDemolition
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/PeriapsisCo
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/Probodobodyne
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/R&D
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/ReactionSystemsLtd
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/Rockomax
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/Rokea
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/SeansCannery
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/SteadlerEngineeringCorps
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/StrutCo
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/Vac-Co
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/WinterOwl
aspectRatio = 0.625
}
ASPECTRATIO {
path = Squad/Agencies/ZaltonicElectronics
aspectRatio = 0.625
}
}

Binary file not shown.

View File

@ -1,28 +1,24 @@
{
"NAME":"ConformalDecals",
"URL":"https://raw.githubusercontent.com/drewcassidy/KSP-Conformal-Decals/release/GameData/ConformalDecals/Versioning/ConformalDecals.version",
"DOWNLOAD":"https://github.com/drewcassidy/KSP-Conformal-Decals/releases",
"VERSION":
{
"MAJOR":0,
"MINOR":1,
"PATCH":3,
"BUILD":0
"NAME": "ConformalDecals",
"URL": "https://github.com/drewcassidy/KSP-Conformal-Decals/releases/latest/download/ConformalDecals.version",
"DOWNLOAD": "https://github.com/drewcassidy/KSP-Conformal-Decals/releases/latest",
"CHANGE_LOG_URL": "https://raw.githubusercontent.com/drewcassidy/KSP-Conformal-Decals/release/CHANGELOG.md",
"VERSION": {
"MAJOR": 9,
"MINOR": 9,
"PATCH": 9,
"BUILD": 100000
},
"KSP_VERSION":
{
"MAJOR":1,
"MINOR":9,
"PATCH":1
"KSP_VERSION": {
"MAJOR": 1,
"MINOR": 12
},
"KSP_VERSION_MIN":{
"MAJOR":1,
"MINOR":8,
"PATCH":0
"KSP_VERSION_MIN": {
"MAJOR": 1,
"MINOR": 8
},
"KSP_VERSION_MAX":{
"MAJOR":1,
"MINOR":9,
"PATCH":99
"KSP_VERSION_MAX": {
"MAJOR": 1,
"MINOR": 12
}
}

View File

@ -1,5 +1,5 @@
# Conformal Decals v0.1.3
[![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)
# 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) [![CKAN: Indexed](https://img.shields.io/badge/CKAN-Indexed-brightgreen.svg)](https://github.com/KSP-CKAN/CKAN)
![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)
- B9 Part Switch (2.16.0). Bundled with release.
- ModuleManager (4.1.3). Bundled with release.
- Shabby (0.1.2). Bundled with release.
- KSP (1.8.x to 1.12.x)
- B9 Part Switch (2.18.0). Bundled with release.
- ModuleManager (4.1.4). Bundled with release.
- Shabby (0.2.0 unofficial build). Bundled with release.
- HarmonyKSP (2.0.4.0). Bundled with release.
Optional:
- Wild Blue Tools. For custom decals category in the VAB and SPH.
@ -20,6 +21,8 @@ Optional:
- Art and Plugin code: Andrew Cassidy (Cineboxandrew)
- Semiotic decal pack based on the work of Ron Cobb
- Munar decal pack based on the work of Gavin Rothery
- Header image by Zorg, featuring parts from Bluedog Design Bureau
## Installation

61
Scripts/version.py Normal file
View File

@ -0,0 +1,61 @@
import yaclog
import yaclog.version
import git as gp
import os
import xml.dom.minidom as minidom
import json
def run():
repo = gp.Repo(os.curdir)
cl = yaclog.Changelog('CHANGELOG.md')
version = str(cl.current_version(released=True).version)
release = False
for tag in repo.tags:
if tag.commit == repo.head.commit:
release = True
build = 100000
break
if not release:
build = int.from_bytes(repo.head.commit.binsha[0:2], byteorder='big')
version = yaclog.version.increment_version(version, 2)
print(f'Setting up version {version} build {build}')
version_path = 'GameData/ConformalDecals/Versioning/ConformalDecals.version'
with open(version_path, 'r+') as version_file:
print('Updating version file')
segments = version.split('.')
# print(version_file.read())
decoded = json.load(version_file)
decoded['VERSION']['MAJOR'] = int(segments[0])
decoded['VERSION']['MINOR'] = int(segments[1])
decoded['VERSION']['PATCH'] = int(segments[2])
decoded['VERSION']['BUILD'] = build
version_file.seek(0)
json.dump(decoded, version_file, indent=4)
version_file.truncate()
project_path = 'Source/ConformalDecals/ConformalDecals.csproj'
with open(project_path, 'r+') as project_file:
print('Updating csproj file')
segments = version.split('.')
decoded = minidom.parse(project_file)
version_node = decoded.getElementsByTagName('AssemblyVersion')[0]
if release:
version_node.firstChild.nodeValue = f'{version}'
else:
version_node.firstChild.nodeValue = f'{version}.{build}'
# version_node.value = f'{version}.{build}'
project_file.seek(0)
decoded.writexml(project_file)
project_file.truncate()
print('Done!')
if __name__ == '__main__':
run()

View File

@ -1,6 +1,6 @@

Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ConformalDecals", "ConformalDecals/ConformalDecals.csproj", "{1ea983f9-42e5-494e-9683-fdac9c9121f4}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ConformalDecals", "ConformalDecals/ConformalDecals.csproj", "{1EA983F9-42E5-494E-9683-FDAC9C9121F4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -8,9 +8,9 @@ Global
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{1ea983f9-42e5-494e-9683-fdac9c9121f4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1ea983f9-42e5-494e-9683-fdac9c9121f4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1ea983f9-42e5-494e-9683-fdac9c9121f4}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1ea983f9-42e5-494e-9683-fdac9c9121f4}.Release|Any CPU.Build.0 = Release|Any CPU
{1EA983F9-42E5-494E-9683-FDAC9C9121F4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1EA983F9-42E5-494E-9683-FDAC9C9121F4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1EA983F9-42E5-494E-9683-FDAC9C9121F4}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1EA983F9-42E5-494E-9683-FDAC9C9121F4}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

View File

@ -1,75 +1,61 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<?xml version="1.0" ?><Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{1ea983f9-42e5-494e-9683-fdac9c9121f4}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<TargetFrameworkVersion>v4.6</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<TargetFramework>net48</TargetFramework>
<LangVersion>8</LangVersion>
<RootNamespace>ConformalDecals</RootNamespace>
<IsPackable>false</IsPackable>
<PlatformTarget>x64</PlatformTarget>
<NoWarn>1701;1702;CS0649;CS1591</NoWarn>
<AssemblyVersion>9.9.9</AssemblyVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<DocumentationFile>bin\Release\ConformalDecals.xml</DocumentationFile>
<NoWarn>CS1591</NoWarn>
<DefineConstants>DEBUG;TRACE;ENABLE_PROFILER</DefineConstants>
<DebugType>portable</DebugType>
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls/Assembly-CSharp.dll</HintPath>
<HintPath>dlls\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Shabby, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls/Shabby.dll</HintPath>
<HintPath>dlls\Shabby.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.dll</HintPath>
<HintPath>dlls\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.AssetBundleModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.CoreModule.dll</HintPath>
<HintPath>dlls\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.PhysicsModule.dll</HintPath>
<HintPath>dlls\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UIModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<HintPath>dlls\UnityEngine.UIModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="DecalConfig.cs" />
<Compile Include="DecalIconFixer.cs" />
<Compile Include="DecalPropertyIDs.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" />
<Compile Remove="dlls\**"/>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>sh -e -c "cp -v '$(TargetPath)' '$(SolutionDir)/../GameData/ConformalDecals/Plugins'"</PostBuildEvent>
</PropertyGroup>
</Project>
<ItemGroup>
<EmbeddedResource Remove="dlls\**"/>
</ItemGroup>
<ItemGroup>
<None Remove="dlls\**"/>
</ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="/bin/cp -v '$(OutDir)ConformalDecals.dll' '$(SolutionDir)../GameData/ConformalDecals/Plugins/ConformalDecals.dll'" IgnoreExitCode="true"/>
<Exec Command="/bin/cp -v '$(OutDir)ConformalDecals.pdb' '$(SolutionDir)../GameData/ConformalDecals/Plugins/ConformalDecals.pdb'" IgnoreExitCode="true"/>
<!--Fuck you MSBuild stop trying to run CMD.exe on macOS-->
</Target>
</Project>

View File

@ -1,13 +1,50 @@
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using ConformalDecals.Text;
using ConformalDecals.Util;
using TMPro;
using UniLinq;
using UnityEngine;
namespace ConformalDecals {
public static class DecalConfig {
private static Texture2D _blankNormal;
private static List<string> _shaderBlacklist;
private static int _decalLayer = 31;
private static bool _selectableInFlight = false;
private static Texture2D _blankNormal;
private static List<string> _shaderBlacklist;
private static List<Regex> _shaderRegexBlacklist;
private static Dictionary<string, DecalFont> _fontList;
private static int _decalLayer = 31;
private static bool _selectableInFlight;
private static Dictionary<string, float> _aspectRatios;
private struct LegacyShaderEntry {
public string name;
public string[] keywords;
}
private static readonly Dictionary<string, LegacyShaderEntry> LegacyShaderPairs = new Dictionary<string, LegacyShaderEntry>() {
["ConformalDecals/Feature/Bumped"] = new LegacyShaderEntry() {
name = "ConformalDecals/Decal/Standard",
keywords = new[] {"DECAL_BUMPMAP"}
},
["ConformalDecals/Paint/Diffuse"] = new LegacyShaderEntry() {
name = "ConformalDecals/Decal/Standard",
keywords = new string[] { }
},
["ConformalDecals/Paint/Specular"] = new LegacyShaderEntry() {
name = "ConformalDecals/Decal/Standard",
keywords = new[] {"DECAL_SPECMAP"}
},
["ConformalDecals/Paint/DiffuseSDF"] = new LegacyShaderEntry() {
name = "ConformalDecals/Decal/Standard",
keywords = new[] {"DECAL_SDF_ALPHA"}
},
["ConformalDecals/Paint/SpecularSDF"] = new LegacyShaderEntry() {
name = "ConformalDecals/Decal/Standard",
keywords = new[] {"DECAL_SDF_ALPHA", "DECAL_SPECMAP"}
},
};
public static Texture2D BlankNormal => _blankNormal;
@ -15,27 +52,87 @@ namespace ConformalDecals {
public static bool SelectableInFlight => _selectableInFlight;
public static IEnumerable<DecalFont> Fonts => _fontList.Values;
public static Dictionary<string, float> AspectRatios => _aspectRatios;
public static bool IsBlacklisted(Shader shader) {
return IsBlacklisted(shader.name);
}
public static bool IsBlacklisted(string shaderName) {
return _shaderBlacklist.Contains(shaderName);
if (_shaderBlacklist.Contains(shaderName)) return true;
foreach (var regex in _shaderRegexBlacklist) {
if (regex.IsMatch(shaderName)) {
_shaderBlacklist.Add(shaderName);
Logging.Log($"Caching blacklisted shader name '{shaderName}' which matches '{regex}'");
return true;
}
}
return false;
}
public static bool IsLegacy(string shaderName, out string newShader, out string[] keywords) {
if (LegacyShaderPairs.TryGetValue(shaderName, out var entry)) {
newShader = entry.name;
keywords = entry.keywords;
return true;
}
newShader = null;
keywords = null;
return false;
}
public static DecalFont GetFont(string name) {
if (_fontList.TryGetValue(name, out var font)) {
return font;
} else {
throw new KeyNotFoundException($"Font {name} not found");
}
}
private static void ParseConfig(ConfigNode node) {
ParseUtil.ParseIntIndirect(ref _decalLayer, node, "decalLayer");
ParseUtil.ParseBoolIndirect(ref _selectableInFlight, node, "selectableInFlight");
foreach (var blacklist in node.GetNodes("SHADERBLACKLIST")) {
foreach (var shaderName in blacklist.GetValuesList("shader")) {
_shaderBlacklist.Add(shaderName);
}
ParseUtil.ParseIntIndirect(ref _decalLayer, node, "decalLayer");
ParseUtil.ParseBoolIndirect(ref _selectableInFlight, node, "selectableInFlight");
foreach (var shaderRegex in blacklist.GetValuesList("shaderRegex")) {
_shaderRegexBlacklist.Add(new Regex(shaderRegex));
}
}
var allFonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
foreach (var fontNode in node.GetNodes("FONT")) {
try {
var font = new DecalFont(fontNode, allFonts);
_fontList.Add(font.Name, font);
} catch (Exception e) {
Debug.LogException(e);
}
}
foreach (var ratioNode in node.GetNodes("ASPECTRATIO")) {
try {
var path = ParseUtil.ParseString(ratioNode, "path");
var ratio = ParseUtil.ParseFloat(ratioNode, "aspectRatio");
_aspectRatios[path] = ratio;
} catch (Exception e) {
Debug.LogException(e);
}
}
}
private static Texture2D MakeBlankNormal() {
Debug.Log("ConformalDecals: Generating neutral normal map texture");
Logging.Log("Generating neutral normal map texture");
var width = 2;
var height = 2;
var color = new Color32(255, 128, 128, 128);
@ -56,12 +153,15 @@ namespace ConformalDecals {
// ReSharper disable once UnusedMember.Global
public static void ModuleManagerPostLoad() {
_shaderBlacklist = new List<string>();
_shaderRegexBlacklist = new List<Regex>();
_fontList = new Dictionary<string, DecalFont>();
_aspectRatios = new Dictionary<string, float>();
var configs = GameDatabase.Instance.GetConfigs("CONFORMALDECALS");
if (configs.Length > 0) {
Debug.Log("ConformalDecals: loading config");
foreach (var config in configs) {
Logging.Log($"loading config node '{config.url}'");
ParseConfig(config.config);
}
}

View File

@ -1,4 +1,5 @@
using System.Collections.Generic;
using ConformalDecals.Util;
using UnityEngine;
namespace ConformalDecals {
@ -12,11 +13,11 @@ namespace ConformalDecals {
public void Start() {
foreach (var partName in PartNames) {
Debug.Log($"Unf*&king decal preview on {partName}");
Logging.Log($"Unf*&king decal preview on '{partName}'");
var partInfo = PartLoader.getPartInfoByName(partName);
if (partInfo == null) {
Debug.Log($"Part {partName} not found!");
Logging.LogError($"Part {partName} not found!");
continue;
}
@ -28,12 +29,12 @@ namespace ConformalDecals {
var backTransform = Part.FindHeirarchyTransform(icon.transform, decalModule.decalBack);
if (frontTransform == null) {
Debug.Log($"Part {partName} has no frontTransform");
Logging.Log($"Part '{partName}' has no frontTransform");
continue;
}
if (backTransform == null) {
Debug.Log($"Part {partName} has no backTransform");
Logging.Log($"Part '{partName}' has no backTransform");
continue;
}

View File

@ -1,4 +1,5 @@
using UnityEngine;
// ReSharper disable InconsistentNaming
namespace ConformalDecals {
@ -12,5 +13,6 @@ namespace ConformalDecals {
public static readonly int _DecalTangent = Shader.PropertyToID("_DecalTangent");
public static readonly int _EdgeWearStrength = Shader.PropertyToID("_EdgeWearStrength");
public static readonly int _ProjectionMatrix = Shader.PropertyToID("_ProjectionMatrix");
public static readonly int _ZWrite = Shader.PropertyToID("_ZWrite");
}
}

View File

@ -0,0 +1,19 @@
using ConformalDecals.Util;
using UnityEngine;
namespace ConformalDecals.MaterialProperties {
public class MaterialKeywordProperty : MaterialProperty {
[SerializeField] public bool value = true;
public override void ParseNode(ConfigNode node) {
base.ParseNode(node);
ParseUtil.ParseBoolIndirect(ref value, node, "value");
}
public override void Modify(Material material) {
if (value) material.EnableKeyword(_propertyName);
else material.DisableKeyword(_propertyName);
}
}
}

View File

@ -14,13 +14,14 @@ namespace ConformalDecals.MaterialProperties {
[SerializeField] protected int _propertyID;
[SerializeField] protected string _propertyName;
public abstract void Modify(Material material);
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);
public virtual void Remove(Material material) { }
}
}

View File

@ -30,13 +30,22 @@ namespace ConformalDecals.MaterialProperties {
public Shader DecalShader => _shader;
public IEnumerable<Material> Materials {
get {
yield return PreviewMaterial;
yield return DecalMaterial;
}
}
public Material DecalMaterial {
get {
if (_decalMaterial == null) {
_decalMaterial = new Material(_shader);
_decalMaterial.SetInt(DecalPropertyIDs._Cull, (int) CullMode.Off);
_decalMaterial.SetInt(DecalPropertyIDs._ZWrite, 0);
_decalMaterial.renderQueue = RenderQueue;
_decalMaterial.SetShaderPassEnabled("SHADOWCASTER", false);
}
return _decalMaterial;
@ -50,6 +59,8 @@ namespace ConformalDecals.MaterialProperties {
_previewMaterial.EnableKeyword("DECAL_PREVIEW");
_previewMaterial.SetInt(DecalPropertyIDs._Cull, (int) CullMode.Back);
_previewMaterial.SetInt(DecalPropertyIDs._ZWrite, 1);
_previewMaterial.SetShaderPassEnabled("DEFERRED_PREPASS", false);
}
return _previewMaterial;
@ -66,10 +77,14 @@ namespace ConformalDecals.MaterialProperties {
}
}
public float AspectRatio => MainTexture == null ? 1 : MainTexture.AspectRatio;
public float AspectRatio {
get => MainTexture == null ? 1 : MainTexture.AspectRatio;
set {
if (MainTexture != null) MainTexture.AspectRatio = value;
}
}
public void OnBeforeSerialize() {
Debug.Log($"Serializing MaterialPropertyCollection {this.GetInstanceID()}");
if (_materialProperties == null) throw new SerializationException("Tried to serialize an uninitialized MaterialPropertyCollection");
_serializedNames = _materialProperties.Keys.ToArray();
@ -77,7 +92,6 @@ namespace ConformalDecals.MaterialProperties {
}
public void OnAfterDeserialize() {
Debug.Log($"Deserializing MaterialPropertyCollection {this.GetInstanceID()}");
if (_serializedNames == null) throw new SerializationException("ID array is null");
if (_serializedProperties == null) throw new SerializationException("Property array is null");
if (_serializedProperties.Length != _serializedNames.Length) throw new SerializationException("Material property arrays are different lengths.");
@ -95,7 +109,6 @@ namespace ConformalDecals.MaterialProperties {
}
public void Awake() {
Debug.Log($"MaterialPropertyCollection {this.GetInstanceID()} onAwake");
_materialProperties ??= new Dictionary<string, MaterialProperty>();
}
@ -130,8 +143,7 @@ namespace ConformalDecals.MaterialProperties {
public T GetProperty<T>(string propertyName) where T : MaterialProperty {
if (_materialProperties.ContainsKey(propertyName) && _materialProperties[propertyName] is T property) {
return property;
}
else {
} else {
return null;
}
}
@ -139,12 +151,26 @@ namespace ConformalDecals.MaterialProperties {
public T AddOrGetProperty<T>(string propertyName) where T : MaterialProperty {
if (_materialProperties.ContainsKey(propertyName) && _materialProperties[propertyName] is T property) {
return property;
}
else {
} else {
return AddProperty<T>(propertyName);
}
}
public bool RemoveProperty(string propertyName) {
if (_materialProperties.TryGetValue(propertyName, out var property)) {
foreach (var material in Materials) {
property.Remove(material);
}
_materialProperties.Remove(propertyName);
Destroy(property);
return true;
}
return false;
}
public MaterialTextureProperty AddTextureProperty(string propertyName, bool isMain = false) {
var newProperty = AddProperty<MaterialTextureProperty>(propertyName);
if (isMain) _mainTexture = newProperty;
@ -167,6 +193,8 @@ namespace ConformalDecals.MaterialProperties {
string propertyName = "";
if (!ParseUtil.ParseStringIndirect(ref propertyName, node, "name")) throw new ArgumentException("node has no name");
if (ParseUtil.ParseBool(node, "remove", true)) RemoveProperty(propertyName);
var newProperty = AddOrGetProperty<T>(propertyName);
newProperty.ParseNode(node);
@ -180,14 +208,22 @@ namespace ConformalDecals.MaterialProperties {
public void SetShader(string shaderName) {
if (string.IsNullOrEmpty(shaderName)) {
if (_shader == null) {
Debug.Log("Using default decal shader");
shaderName = "ConformalDecals/Paint/Diffuse";
}
else {
Logging.Log("Using default decal shader");
shaderName = "ConformalDecals/Decal/Standard";
} else {
return;
}
}
if (DecalConfig.IsLegacy(shaderName, out var newShader, out var keywords)) {
Logging.LogWarning($"Part is using shader {shaderName}, which has been replaced by {newShader}.");
shaderName = newShader;
foreach (var keyword in keywords) {
var newProperty = AddOrGetProperty<MaterialKeywordProperty>(keyword);
newProperty.value = true;
}
}
var shader = Shabby.Shabby.FindShader(shaderName);
if (shader == null) throw new FormatException($"Unable to find specified shader '{shaderName}'");
@ -209,8 +245,6 @@ namespace ConformalDecals.MaterialProperties {
if (_mainTexture == null) throw new InvalidOperationException("UpdateTile called but no main texture is specified!");
var mainTexSize = _mainTexture.Dimensions;
Debug.Log($"Main texture is {_mainTexture.PropertyName} and its size is {mainTexSize}");
foreach (var entry in _materialProperties) {
if (entry.Value is MaterialTextureProperty textureProperty && textureProperty.autoTile) {
textureProperty.SetTile(tile, mainTexSize);
@ -244,8 +278,9 @@ namespace ConformalDecals.MaterialProperties {
}
public void UpdateMaterials() {
UpdateMaterial(DecalMaterial);
UpdateMaterial(PreviewMaterial);
foreach (var material in Materials) {
UpdateMaterial(material);
}
}
public void UpdateMaterial(Material material) {

View File

@ -10,7 +10,7 @@ namespace ConformalDecals.MaterialProperties {
[SerializeField] public bool autoTile;
[SerializeField] private string _textureUrl;
[SerializeField] private Texture2D _texture = Texture2D.whiteTexture;
[SerializeField] private Texture2D _texture;
[SerializeField] private bool _hasTile;
[SerializeField] private Rect _tileRect;
@ -19,7 +19,12 @@ namespace ConformalDecals.MaterialProperties {
[SerializeField] private Vector2 _textureOffset;
[SerializeField] private Vector2 _textureScale = Vector2.one;
public Texture2D Texture => _texture;
[SerializeField] private float _aspectRatioOverride = -1.0f;
public Texture2D Texture {
get => _texture;
set => _texture = value;
}
public string TextureUrl {
get => _textureUrl;
@ -38,7 +43,15 @@ namespace ConformalDecals.MaterialProperties {
public Vector2 Dimensions => new Vector2(_texture.width, _texture.height);
public Vector2 MaskedDimensions => _hasTile ? _tileRect.size : Dimensions;
public float AspectRatio => MaskedHeight / (float) MaskedWidth;
public float AspectRatio {
get {
if (_aspectRatioOverride > 0) return _aspectRatioOverride;
if (_texture == null) return 1;
return MaskedHeight / (float) MaskedWidth;
}
set => _aspectRatioOverride = value;
}
public override void ParseNode(ConfigNode node) {
base.ParseNode(node);
@ -55,18 +68,29 @@ namespace ConformalDecals.MaterialProperties {
if (ParseUtil.ParseStringIndirect(ref _textureUrl, node, "textureUrl")) {
_texture = LoadTexture(_textureUrl, isNormal);
}
if (_texture == null) {
_texture = isNormal ? DecalConfig.BlankNormal : Texture2D.whiteTexture;
}
}
public override void Modify(Material material) {
if (material == null) throw new ArgumentNullException(nameof(material));
if (_texture == null) {
_texture = Texture2D.whiteTexture;
throw new NullReferenceException("texture is null, but should not be");
_texture = isNormal ? DecalConfig.BlankNormal : Texture2D.whiteTexture;
}
material.SetTexture(_propertyID, _texture);
material.SetTextureOffset(_propertyID, _textureOffset);
material.SetTextureScale(_propertyID, _textureScale * _scale);
if (_propertyName != "_Decal") material.EnableKeyword("DECAL" + _propertyName.ToUpper());
}
public override void Remove(Material material) {
if (material == null) throw new ArgumentNullException(nameof(material));
base.Remove(material);
if (_propertyName != "_Decal") material.DisableKeyword("DECAL" + _propertyName.ToUpper());
}
public void SetScale(Vector2 scale) {
@ -94,7 +118,7 @@ namespace ConformalDecals.MaterialProperties {
}
private static Texture2D LoadTexture(string textureUrl, bool isNormal) {
Debug.Log($"loading texture '{textureUrl}', isNormalMap = {isNormal}");
//Logging.Log($"loading texture '{textureUrl}', isNormalMap = {isNormal}");
if ((string.IsNullOrEmpty(textureUrl) && isNormal) || textureUrl == "Bump") {
return Texture2D.normalTexture;
}

View File

@ -19,7 +19,7 @@ namespace ConformalDecals {
// CONFIGURABLE VALUES
[KSPField] public string shader = "ConformalDecals/Paint/Diffuse";
[KSPField] public string shader = "ConformalDecals/Decal/Standard";
[KSPField] public string decalFront = "Decal-Front";
[KSPField] public string decalBack = "Decal-Back";
@ -31,10 +31,12 @@ namespace ConformalDecals {
[KSPField] public bool scaleAdjustable = true;
[KSPField] public float defaultScale = 1;
[KSPField] public Vector2 scaleRange = new Vector2(0, 4);
[KSPField] public Vector2 scaleRange = new Vector2(0, 5);
[KSPField] public DecalScaleMode scaleMode = DecalScaleMode.HEIGHT;
[KSPField] public float aspectRatio = -1.0f; // < 0 = use texture
[KSPField] public bool depthAdjustable = true;
[KSPField] public float defaultDepth = 0.1f;
[KSPField] public Vector2 depthRange = new Vector2(0, 2);
@ -60,19 +62,19 @@ namespace ConformalDecals {
// INTERNAL VALUES
[KSPField(guiName = "#LOC_ConformalDecals_gui-scale", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
UI_FloatRange(stepIncrement = 0.05f)]
UI_FloatRange()]
public float scale = 1.0f;
[KSPField(guiName = "#LOC_ConformalDecals_gui-depth", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
UI_FloatRange(stepIncrement = 0.02f)]
UI_FloatRange()]
public float depth = 0.2f;
[KSPField(guiName = "#LOC_ConformalDecals_gui-opacity", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "P0"),
UI_FloatRange(stepIncrement = 0.05f)]
UI_FloatRange()]
public float opacity = 1.0f;
[KSPField(guiName = "#LOC_ConformalDecals_gui-cutoff", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "P0"),
UI_FloatRange(stepIncrement = 0.05f)]
UI_FloatRange()]
public float cutoff = 0.5f;
[KSPField(guiName = "#LOC_ConformalDecals_gui-wear", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F0"),
@ -122,15 +124,13 @@ namespace ConformalDecals {
if (materialProperties == null) {
materialProperties = ScriptableObject.CreateInstance<MaterialPropertyCollection>();
}
else {
} else {
materialProperties = ScriptableObject.Instantiate(materialProperties);
}
}
/// <inheritdoc />
public override void OnLoad(ConfigNode node) {
this.Log("Loading module");
try {
// SETUP TRANSFORMS
decalFrontTransform = part.FindModelTransform(decalFront);
@ -150,19 +150,16 @@ namespace ConformalDecals {
// SETUP BACK MATERIAL
if (updateBackScale) {
this.Log("Getting material and base scale for back material");
var backRenderer = decalBackTransform.GetComponent<MeshRenderer>();
if (backRenderer == null) {
this.LogError($"Specified decalBack transform {decalBack} has no renderer attached! Setting updateBackScale to false.");
updateBackScale = false;
}
else {
} else {
backMaterial = backRenderer.material;
if (backMaterial == null) {
this.LogError($"Specified decalBack transform {decalBack} has a renderer but no material! Setting updateBackScale to false.");
updateBackScale = false;
}
else {
} else {
if (backTextureBaseScale == default) backTextureBaseScale = backMaterial.GetTextureScale(PropertyIDs._MainTex);
}
}
@ -172,6 +169,12 @@ namespace ConformalDecals {
// set shader
materialProperties.SetShader(shader);
materialProperties.AddOrGetProperty<MaterialKeywordProperty>("DECAL_BASE_NORMAL").value = useBaseNormal;
// add keyword nodes
foreach (var keywordNode in node.GetNodes("KEYWORD")) {
materialProperties.ParseProperty<MaterialKeywordProperty>(keywordNode);
}
// add texture nodes
foreach (var textureNode in node.GetNodes("TEXTURE")) {
@ -190,7 +193,6 @@ namespace ConformalDecals {
// handle texture tiling parameters
var tileString = node.GetValue("tile");
this.Log(tileString);
if (!string.IsNullOrEmpty(tileString)) {
var tileValid = ParseExtensions.TryParseRect(tileString, out tileRect);
if (!tileValid) throw new FormatException($"Invalid rect value for tile '{tileString}'");
@ -198,33 +200,38 @@ namespace ConformalDecals {
if (tileRect.x >= 0) {
materialProperties.UpdateTile(tileRect);
}
else if (tileIndex >= 0) {
} else if (tileIndex >= 0) {
materialProperties.UpdateTile(tileIndex, tileSize);
}
// QUEUE PART FOR ICON FIXING IN VAB
DecalIconFixer.QueuePart(part.name);
}
catch (Exception e) {
// handle aspect ratio overrides
materialProperties.AspectRatio = aspectRatio;
} catch (Exception e) {
this.LogException("Exception parsing partmodule", e);
}
UpdateMaterials();
foreach (var keyword in _decalMaterial.shaderKeywords) {
this.Log($"keyword: {keyword}");
}
if (HighLogic.LoadedSceneIsEditor) {
UpdateTweakables();
}
if (HighLogic.LoadedSceneIsGame) {
UpdateScale();
}
else {
} else {
scale = defaultScale;
depth = defaultDepth;
opacity = defaultOpacity;
cutoff = defaultCutoff;
wear = defaultWear;
// QUEUE PART FOR ICON FIXING IN VAB
DecalIconFixer.QueuePart(part.name);
}
}
@ -235,46 +242,44 @@ namespace ConformalDecals {
/// <inheritdoc />
public override void OnStart(StartState state) {
this.Log("Starting module");
materialProperties.RenderQueue = DecalQueue;
_boundsRenderer = decalProjectorTransform.GetComponent<MeshRenderer>();
UpdateMaterials();
if (HighLogic.LoadedSceneIsGame) {
// set initial attachment state
if (part.parent == null) {
OnDetach();
}
else {
OnAttach();
}
}
// handle tweakables
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Add(OnEditorEvent);
GameEvents.onVariantApplied.Add(OnVariantApplied);
GameEvents.onEditorUndo.Add(OnEditorUndo);
UpdateTweakables();
}
}
public override void OnStartFinished(StartState state) {
// handle game events
if (HighLogic.LoadedSceneIsGame) {
// set initial attachment state
if (part.parent == null) {
OnDetach();
} else {
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;
}
if (part.parent == null) part.explode();
}
}
@ -283,6 +288,7 @@ namespace ConformalDecals {
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Remove(OnEditorEvent);
GameEvents.onVariantApplied.Remove(OnVariantApplied);
GameEvents.onEditorUndo.Remove(OnEditorUndo);
}
if (HighLogic.LoadedSceneIsFlight) {
@ -346,14 +352,18 @@ namespace ConformalDecals {
}
}
protected void OnEditorUndo(ShipConstruct sc) {
UpdateTargets();
}
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() {
protected virtual void OnAttach() {
if (part.parent == null) {
this.LogError("Attach function called but part has no parent!");
_isAttached = false;
@ -362,8 +372,6 @@ namespace ConformalDecals {
_isAttached = true;
this.Log($"Decal attached to {part.parent.partName}");
// hide model
decalModelTransform.gameObject.SetActive(false);
@ -378,7 +386,7 @@ namespace ConformalDecals {
UpdateScale();
}
protected void OnDetach() {
protected virtual void OnDetach() {
_isAttached = false;
// unhide model
@ -397,30 +405,32 @@ namespace ConformalDecals {
protected void UpdateScale() {
scale = Mathf.Max(0.01f, scale);
depth = Mathf.Max(0.01f, depth);
var aspectRatio = materialProperties.AspectRatio;
var sizeRatio = Mathf.Max(0.01f, materialProperties.AspectRatio);
Vector2 size;
switch (scaleMode) {
default:
case DecalScaleMode.HEIGHT:
size = new Vector2(scale, scale * aspectRatio);
size = new Vector2(scale / sizeRatio, scale);
break;
case DecalScaleMode.WIDTH:
size = new Vector2(scale / aspectRatio, scale);
size = new Vector2(scale, scale * sizeRatio);
break;
case DecalScaleMode.AVERAGE:
var width1 = 2 * scale / (1 + aspectRatio);
size = new Vector2(width1, width1 * aspectRatio);
var width1 = 2 * scale / (1 + sizeRatio);
size = new Vector2(width1, width1 * sizeRatio);
break;
case DecalScaleMode.AREA:
var width2 = Mathf.Sqrt(scale / aspectRatio);
size = new Vector2(width2, width2 * aspectRatio);
var width2 = Mathf.Sqrt(scale / sizeRatio);
size = new Vector2(width2, width2 * sizeRatio);
break;
case DecalScaleMode.MINIMUM:
if (aspectRatio > 1) goto case DecalScaleMode.WIDTH;
if (sizeRatio > 1) goto case DecalScaleMode.WIDTH;
else goto case DecalScaleMode.HEIGHT;
case DecalScaleMode.MAXIMUM:
if (aspectRatio > 1) goto case DecalScaleMode.HEIGHT;
if (sizeRatio > 1) goto case DecalScaleMode.HEIGHT;
else goto case DecalScaleMode.WIDTH;
}
@ -437,10 +447,13 @@ namespace ConformalDecals {
// update projection
foreach (var target in _targets) {
target.Project(_orthoMatrix, decalProjectorTransform, _boundsRenderer.bounds, useBaseNormal);
if (target.target == null) {
_targets.Remove(target);
} else {
target.Project(_orthoMatrix, decalProjectorTransform, _boundsRenderer.bounds, useBaseNormal);
}
}
}
else {
} else {
// rescale preview model
decalModelTransform.localScale = new Vector3(size.x, size.y, (size.x + size.y) / 2);
@ -451,7 +464,7 @@ namespace ConformalDecals {
}
}
protected void UpdateMaterials() {
protected virtual void UpdateMaterials() {
materialProperties.UpdateMaterials();
materialProperties.SetOpacity(opacity);
materialProperties.SetCutoff(cutoff);
@ -468,8 +481,7 @@ namespace ConformalDecals {
protected void UpdateTargets() {
if (_targets == null) {
_targets = new List<ProjectionTarget>();
}
else {
} else {
_targets.Clear();
}
@ -495,7 +507,7 @@ namespace ConformalDecals {
}
}
protected void UpdateTweakables() {
protected virtual void UpdateTweakables() {
// setup tweakable fields
var scaleField = Fields[nameof(scale)];
var depthField = Fields[nameof(depth)];
@ -518,7 +530,7 @@ namespace ConformalDecals {
var scaleEditor = (UI_FloatRange) scaleField.uiControlEditor;
scaleEditor.minValue = minValue;
scaleEditor.maxValue = maxValue;
scaleEditor.stepIncrement = (maxValue - minValue) / steps;
scaleEditor.stepIncrement = 0.01f; //1cm
scaleEditor.onFieldChanged = OnSizeTweakEvent;
}
@ -529,7 +541,7 @@ namespace ConformalDecals {
var depthEditor = (UI_FloatRange) depthField.uiControlEditor;
depthEditor.minValue = minValue;
depthEditor.maxValue = maxValue;
depthEditor.stepIncrement = (maxValue - minValue) / steps;
depthEditor.stepIncrement = 0.01f; //1cm
depthEditor.onFieldChanged = OnSizeTweakEvent;
}
@ -571,10 +583,11 @@ 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);
if (ReferenceEquals(target.target, null)) _targets.Remove(target);
else target.Render(_decalMaterial, part.mpb, camera);
}
}
}

View File

@ -9,6 +9,7 @@ namespace ConformalDecals {
[KSPField(isPersistant = true)] public bool useCustomFlag;
// The URL of the flag for the current mission or agency
public string MissionFlagUrl {
get {
if (HighLogic.LoadedSceneIsEditor) {
@ -19,6 +20,7 @@ namespace ConformalDecals {
return string.IsNullOrEmpty(part.flagURL) ? HighLogic.CurrentGame.flagURL : part.flagURL;
}
// If we are not in game, use the default flag (for icon rendering)
return DefaultFlag;
}
}
@ -26,84 +28,108 @@ namespace ConformalDecals {
public override void OnLoad(ConfigNode node) {
base.OnLoad(node);
if (useCustomFlag) {
SetFlag(flagUrl);
}
else {
SetFlag(MissionFlagUrl);
}
// Since OnLoad is called for all modules, we only need to update this module
// Updating symmetry counterparts would be redundent
UpdateFlag();
}
public override void OnStart(StartState state) {
base.OnStart(state);
if (HighLogic.LoadedSceneIsGame) {
GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
}
if (HighLogic.LoadedSceneIsEditor) {
// Register flag change event
GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
// Register reset button event
Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag;
}
if (useCustomFlag) {
SetFlag(flagUrl);
}
else {
SetFlag(MissionFlagUrl);
}
// Since OnStart is called for all modules, we only need to update this module
// Updating symmetry counterparts would be redundent
UpdateFlag();
}
public override void OnDestroy() {
GameEvents.onMissionFlagSelect.Remove(SetFlag);
if (HighLogic.LoadedSceneIsEditor) {
// Unregister flag change event
GameEvents.onMissionFlagSelect.Remove(OnEditorFlagSelected);
}
base.OnDestroy();
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
public void SelectFlag() {
// Button for selecting a flag
// This is a bit of a hack to bring up the stock flag selection menu
// When its done, it calls OnCustomFlagSelected()
// ReSharper disable once PossibleNullReferenceException
var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>();
flagBrowser.OnFlagSelected = OnCustomFlagSelected;
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-reset-flag")]
public void ResetFlag() {
SetFlag(MissionFlagUrl);
SetFlagSymmetryCounterparts(MissionFlagUrl);
// we are no longer using a custom flag, so instead use the mission or agency flag
useCustomFlag = false;
flagUrl = "Mission";
UpdateFlag(true);
// disable the reset button, since it no longer makes sense
Events[nameof(ResetFlag)].guiActiveEditor = false;
}
private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) {
SetFlag(newFlagEntry.textureInfo.name);
SetFlagSymmetryCounterparts(newFlagEntry.textureInfo.name);
// Callback for when a flag is selected in the menu spawned by SelectFlag()
// we are now using a custom flag with the URL of the new flag entry
useCustomFlag = true;
flagUrl = newFlagEntry.textureInfo.name;
UpdateFlag(true);
// make sure the reset button is now available
Events[nameof(ResetFlag)].guiActiveEditor = true;
}
private void OnEditorFlagSelected(string newFlagUrl) {
if (!useCustomFlag) {
SetFlag(newFlagUrl);
SetFlagSymmetryCounterparts(newFlagUrl);
flagUrl = newFlagUrl;
// Since this callback is called for all modules, we only need to update this module
// Updating symmetry counterparts would be redundent
UpdateFlag();
}
}
private void SetFlag(string newFlagUrl) {
this.Log($"Loading flag texture '{newFlagUrl}'.");
// Update the displayed flag texture for this decal or optionally any symmetry counterparts
private void UpdateFlag(bool recursive = false) {
// get the decal material property for the decal texture
var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
flagUrl = newFlagUrl;
materialProperties.AddOrGetTextureProperty("_Decal", true).TextureUrl = newFlagUrl;
string textureURL = useCustomFlag ? flagUrl : MissionFlagUrl;
textureProperty.TextureUrl = textureURL;
if (DecalConfig.AspectRatios.ContainsKey(textureURL)) {
var ratio = DecalConfig.AspectRatios[textureURL];
this.Log($"Overriding aspect ratio for {textureURL} with {ratio}");
textureProperty.AspectRatio = ratio;
} else {
textureProperty.AspectRatio = -1.0f;
}
UpdateMaterials();
UpdateScale();
}
private void SetFlagSymmetryCounterparts(string newFlagUrl) {
foreach (var counterpart in part.symmetryCounterparts) {
var decal = counterpart.GetComponent<ModuleConformalFlag>();
if (recursive) {
// for each symmetry counterpart, copy this part's properties and update it in turn
foreach (var counterpart in part.symmetryCounterparts) {
var decal = counterpart.GetComponent<ModuleConformalFlag>();
decal.SetFlag(newFlagUrl);
decal.useCustomFlag = useCustomFlag;
decal.useCustomFlag = useCustomFlag;
decal.flagUrl = flagUrl;
decal.UpdateFlag();
}
}
}
}

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