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" "IgnoreProjector" = "true"} 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" } }