KSP-Conformal-Decals/Shaders/DecalNormal.shader

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Shader "ConformalDecals/Feature/Bumped"
{
Properties
{
_Decal ("Decal Texture", 2D) = "gray" {}
_DecalBumpMap("Decal Normal Map", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Opacity("_Opacity", Range(0,1) ) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" }
ZWrite Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert alpha vertex:vert
#pragma target 4.0
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalBiNormal;
sampler2D _Decal;
sampler2D _DecalBumpMap;
float _Cutoff;
float _Opacity;
struct Input
{
float4 pos_decal : TEXCOORD0;
float3 normal : NORMAL;
};
void vert (inout appdata_full v, out Input o) {
o.pos_decal = mul (_ProjectionMatrix, v.vertex);
o.normal = v.normal;
float3 localTangent = normalize(cross(v.normal, _DecalBiNormal));
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 projUV = UNITY_PROJ_COORD(IN.pos_decal);
// since I cant easily affect the clamping mode in KSP, do it here
clip(projUV.xyz);
clip(1-projUV.xyz);
// clip backsides
clip(dot(_DecalNormal, IN.normal));
float4 color = tex2D(_Decal, projUV);
float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
clip (color.a - _Cutoff);
o.Albedo = color.rgb;
o.Normal = normal;
o.Alpha = color.a * _Opacity;
}
ENDCG
}
}