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KSP-Conformal-Decals/Assets/Shaders/TextDecal.cginc

41 lines
1.2 KiB
HLSL

float4 _DecalColor;
float _Weight;
float4 _OutlineColor;
float _OutlineWidth;
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = _DecalColor;
float bias = _Cutoff - (_Weight / 4);
#ifdef DECAL_OUTLINE
bias -= _OutlineWidth * 0.25;
#endif
float dist = bias - tex2D(_Decal, IN.uv_decal).r;
float ddist = SDFdDist(dist);
#ifdef DECAL_OUTLINE
float outlineDist = (_OutlineWidth * 0.5) + dist;
float outline = SDFAA(outlineDist, -ddist);
color = lerp(color, _OutlineColor, outline);
#endif
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = _DecalOpacity * 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.Gloss = specular.r;
o.Specular = _Shininess;
#endif
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
}