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

49 lines
1.6 KiB
HLSL

float4 _DecalColor;
float4 _OutlineColor;
float _OutlineWidth;
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = _DecalColor;
float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
#ifdef DECAL_OUTLINE
// Outline
float outlineOffset = _OutlineWidth * 0.25;
float outlineRadius = _OutlineWidth * 0.5;
#ifdef DECAL_FILL
// Outline and Fill
float outlineDist = -dist - outlineOffset;
float outlineFactor = SDFAA(outlineDist);
dist -= outlineOffset;
color = lerp(_DecalColor, _OutlineColor, outlineFactor);
#else
// Outline Only
float outlineDist = abs(dist) - outlineOffset;
dist = outlineDist;
color = _OutlineColor;
#endif
#endif
dist = max(dist, BoundsDist(IN.uv, IN.vertex_normal, _DecalNormal));
float ddist = SDFdDist(dist); // distance gradient magnitude
o.Alpha = _DecalOpacity * SDFAA(dist, ddist);
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
#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;
}