#ifndef DECALS_SURFACE_INCLUDED #define DECALS_SURFACE_INCLUDED #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #include "LightingKSP.cginc" #include "DecalsCommon.cginc" v2f vert_forward_base(appdata_decal v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); o.pos = UnityObjectToClipPos(v.vertex); o.normal = v.normal; o.uv_decal = mul (_ProjectionMatrix, v.vertex); #ifdef DECAL_BASE_NORMAL o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap); #endif float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); //fixed3 worldTangent = fixed3(0,0,0);//UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldTangent = UnityObjectToWorldDir(_DecalTangent); fixed3 worldBinormal = cross(worldTangent, worldNormal); worldTangent = cross(worldNormal, worldBinormal); o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += 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, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif UNITY_TRANSFER_LIGHTING(o, 0.0); // pass shadow and, possibly, light cookie coordinates to pixel shader return o; } fixed4 frag_forward_base(v2f IN) : SV_Target { DecalSurfaceInput i; SurfaceOutput o; fixed4 c = 0; UNITY_EXTRACT_TBN(IN); float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); float3 worldTan = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x); #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z; UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i) i.uv_decal = IN.uv_decal; #ifdef DECAL_BASE_NORMAL i.uv_base = IN.uv_base; #endif i.normal = IN.normal; i.viewDir = viewDir; 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); fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf(i, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) 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; // 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; // 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; giInput.lightmapUV = 0.0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif LightingBlinnPhong_GI(o, giInput, gi); //KSP lighting function //c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten); c += LightingBlinnPhong(o, worldViewDir, gi); c.rgb += o.Emission; //c.xyz = (worldTan * 0.5) + 0.5; return c; } #endif