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

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Shader "ConformalDecals/Decal Back"
{
Properties
{
[Header(Texture Maps)]
_MainTex("Main Tex (RGB spec(A))", 2D) = "gray" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_Color ("Color", Color) = (1,1,1,1)
_RowOffset("Row Offset", Range (0, 1)) = 0.5
[Header(Specularity)]
_SpecColor ("_SpecColor", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 10)) = 0.4
[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 { "RenderType"="Opaque" }
ZWrite On
ZTest LEqual
CGPROGRAM
#include "LightingKSP.cginc"
#pragma surface surf BlinnPhongSmooth vertex:vert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
half _RowOffset;
half _Shininess;
float _Opacity;
float _RimFalloff;
float4 _RimColor;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
float3 worldPos;
};
void vert (inout appdata_full v) {
}
void surf (Input IN, inout SurfaceOutput o)
{
float2 uv_BumpMap = IN.uv_BumpMap;
float2 uv_MainTex = 0;
// 45° rotation
uv_MainTex.x = IN.uv_MainTex.x - IN.uv_MainTex.y;
uv_MainTex.y = IN.uv_MainTex.x + IN.uv_MainTex.y;
// stagger every other row
int row = floor(uv_MainTex.y);
uv_MainTex.x += row * _RowOffset;
uv_MainTex.y *= 2;
float4 color = _Color * tex2D(_MainTex,(uv_MainTex));
float3 normal = UnpackNormal(tex2D(_BumpMap, uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));
float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
float4 fog = UnderwaterFog(IN.worldPos, color);
o.Albedo = fog.rgb;
o.Emission = emission;
o.Gloss = color.a;
o.Specular = _Shininess;
o.Normal = normal;
o.Emission *= _Opacity * fog.a;
o.Alpha = _Opacity * fog.a;
}
ENDCG
}
Fallback "Standard"
}