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KSP-Conformal-Decals/Assets/Shaders/DecalPaint.shader

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Shader "ConformalDecals/Paint/Diffuse"
{
Properties
{
[Header(Texture Maps)]
_Decal("Decal Texture", 2D) = "gray" {}
_BumpMap("Bump Map", 2D) = "bump" {}
_EdgeWearStrength("Edge Wear Strength", Range(0,100)) = 0
_EdgeWearOffset("Edge Wear Offset", Range(0,1)) = 0
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Opacity("_Opacity", Range(0,1) ) = 1
[Header(Effects)]
[PerRendererData]_Opacity("_Opacity", Range(0,1) ) = 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+400" }
ZWrite Off
ZTest LEqual
Offset -1, -1
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
sampler2D _Decal;
sampler2D _BumpMap;
float4 _Decal_ST;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _Cutoff;
float _Opacity;
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 = UnpackNormal(tex2D(_BumpMap, IN.uv_base));
// clip alpha
clip(color.a - _Cutoff);
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 * _Opacity;
o.Emission = emission;
o.Normal = normal;
}
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
sampler2D _Decal;
sampler2D _BumpMap;
float4 _Decal_ST;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
float _Cutoff;
float _Opacity;
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 = UnpackNormal(tex2D(_BumpMap, IN.uv_base));
// clip alpha
clip(color.a - _Cutoff);
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 * _Opacity;
o.Emission = emission;
o.Normal = normal;
}
ENDCG
}
// shadow casting support
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}