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

38 lines
1.2 KiB
HLSL

void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = tex2D(_Decal, IN.uv_decal);
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = _DecalOpacity;
#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_BUMPMAP
o.Normal = tex2D(_BumpMap, IN.uv_bumpmap);
#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;
#ifdef DECAL_EMISSIVE
o.Emission += tex2D(_Emissive, IN.uv_emissive).rgb * _Emissive_Color.rgb * _Emissive_Color.a;
#endif
float dist = BoundsDist(IN.uv, IN.vertex_normal, _DecalNormal);
#ifdef DECAL_SDF_ALPHA
float decalDist = _Cutoff - color.a;
o.Alpha *= SDFAA(max(decalDist, dist));
#else
o.Alpha *= SDFAA(dist);
o.Alpha *= color.a;
#endif
}