Shader "ConformalDecals/Decal/Text" { 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 _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 _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_forward #pragma fragment frag_forward #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap #pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE #pragma multi_compile_local __ DECAL_PREVIEW #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 "UnityCG.cginc" #include "DecalsCommon.cginc" #include "DecalsSurface.cginc" #include "SDF.cginc" #include "TextDecal.cginc" ENDCG } Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off ZTest LEqual Blend One One Offset -1, -1 CGPROGRAM #pragma vertex vert_forward #pragma fragment frag_forward #pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap #pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE #pragma multi_compile_local __ DECAL_PREVIEW #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 "UnityCG.cginc" #include "DecalsCommon.cginc" #include "DecalsSurface.cginc" #include "SDF.cginc" #include "TextDecal.cginc" ENDCG } // shadow casting support UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" } }