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

399 lines
11 KiB
HLSL

#ifndef DECALS_COMMON_INCLUDED
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members screenUV)
#pragma exclude_renderers d3d11
#define DECALS_COMMON_INCLUDED
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "LightingKSPDeferred.cginc"
#define CLIP_MARGIN 0.05
#define EDGE_MARGIN 0.01
// UNIFORM VARIABLES
// Projection matrix, normal, and tangent vectors
float4x4 _ProjectionMatrix;
float3 _DecalNormal;
float3 _DecalTangent;
// Common Shading Paramaters
float _Cutoff;
float _DecalOpacity;
float4 _Background;
sampler2D _Decal;
float4 _Decal_ST;
// Variant Shading Parameters
#ifdef DECAL_BASE_NORMAL
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _EdgeWearStrength;
float _EdgeWearOffset;
#endif //DECAL_BASE_NORMAL
#ifdef DECAL_BUMPMAP
sampler2D _BumpMap;
float4 _BumpMap_ST;
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
sampler2D _SpecMap;
float4 _SpecMap_ST;
// specular color is declared in a unity CGINC for some reason??
#endif //DECAL_SPECMAP
fixed _Shininess;
#ifdef DECAL_EMISSIVE
sampler2D _Emissive;
float4 _Emissive_ST;
fixed4 _Emissive_Color;
#endif //DECAL_EMISSIVE
// KSP EFFECTS
// opacity and color
float _Opacity;
float _RimFalloff;
float4 _RimColor;
// SURFACE INPUT STRUCT
struct DecalSurfaceInput
{
float3 uv;
float2 uv_decal;
#ifdef DECAL_BUMPMAP
float2 uv_bumpmap;
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
float2 uv_specmap;
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
float2 uv_emissive;
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
float3 normal;
#endif //DECAL_BASE_NORMAL
float3 vertex_normal;
float3 viewDir;
float3 worldPosition;
};
struct appdata_decal
{
float4 vertex : POSITION;
float3 normal : NORMAL;
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
#endif
};
struct v2f
{
UNITY_POSITION(pos);
float3 normal : NORMAL;
float4 uv_decal : TEXCOORD0;
#ifdef DECAL_BASE_NORMAL
float2 uv_base : TEXCOORD1;
#endif //DECAL_BASE_NORMAL
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
#ifdef UNITY_PASS_FORWARDBASE
fixed3 vlight : TEXCOORD5;
UNITY_SHADOW_COORDS(6)
#endif //UNITY_PASS_FORWARDBASE
#ifdef UNITY_PASS_FORWARDADD
UNITY_LIGHTING_COORDS(5,6)
#endif //UNITY_PASS_FORWARDADD
#ifdef UNITY_PASS_DEFERRED
float3 screenUV : TEXCOORD5;
#endif
};
inline void decalClipAlpha(float alpha) {
#ifndef DECAL_PREVIEW
clip(alpha - 0.001);
#endif
}
inline float CalcMipLevel(float2 texture_coord) {
float2 dx = ddx(texture_coord);
float2 dy = ddy(texture_coord);
float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
return 0.5 * log2(delta_max_sqr);
}
inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
float3 q = abs(p - 0.5) - 0.5; // 1x1 square/cube centered at (0.5,0.5)
//float dist = length(max(q,0)) + min(max(q.x,max(q.y,q.z)),0.0); // true SDF
#ifdef DECAL_PREVIEW
return 10 * max(q.x, q.y); // 2D pseudo SDF
#else
float dist = max(max(q.x, q.y), q.z); // pseudo SDF
float ndist = EDGE_MARGIN - dot(normal, projNormal); // SDF to normal
return 10 * max(dist, ndist); // return intersection
#endif //DECAL_PREVIEW
}
// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
v2f vert(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
#ifdef DECAL_PREVIEW
o.uv_decal = v.texcoord;
#else
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#endif //DECAL_PREVIEW
#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL
float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);
// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
// SH/ambient light
#if UNITY_SHOULD_SAMPLE_SH
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
o.vlight = shlight;
#else
o.vlight = 0.0;
#endif // UNITY_SHOULD_SAMPLE_SH
// vertex light
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE
// pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_LIGHTING(o, 0.0);
#ifdef UNITY_PASS_DEFERRED
o.screenUV = o.pos.xyw;
// Correct flip when rendering with a flipped projection matrix.
// (I've observed this differing between the Unity scene & game views)
o.screenUV.y *= _ProjectionParams.x;
#endif
return o;
}
SurfaceOutput frag_common(v2f IN, out float3 viewDir, out UnityGI gi) {
SurfaceOutput o;
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;
#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
// perform decal projection
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);
clip(uv_projected.xyz + CLIP_MARGIN);
clip(CLIP_MARGIN + (1-uv_projected.xyz));
#endif //DECAL_PREVIEW
// declare data
DecalSurfaceInput i;
// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
i.uv = uv_projected;
#ifdef DECAL_BUMPMAP
i.uv_bumpmap = TRANSFORM_TEX(uv_projected, _BumpMap);
#endif //DECAL_BUMPMAP
#ifdef DECAL_SPECMAP
i.uv_specmap = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECMAP
#ifdef DECAL_EMISSIVE
i.uv_emissive = TRANSFORM_TEX(uv_projected, _Emissive);
#endif //DECAL_EMISSIVE
#ifdef DECAL_BASE_NORMAL
#ifdef DECAL_PREVIEW
i.normal = fixed3(0,0,1);
#else
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
#endif //DECAL_PREVIEW
#endif //DECAL_BASE_NORMAL
i.vertex_normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPos;
// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);
// call surface function
surf(i, o);
// compute world normal
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// compute lighting & shadowing factor
#if UNITY_PASS_DEFERRED
fixed atten = 0;
#else
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
#endif
// setup GI
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = 0;
gi.light.dir = half3(0,1,0);
// setup light information in forward modes
#ifndef UNITY_PASS_DEFERRED
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
#endif
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
giInput.ambient = 0.0;
LightingBlinnPhongSmooth_GI(o, giInput, gi);
#ifdef DECAL_PREVIEW
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;
o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Specular = lerp(_Background.a, o.Specular, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity;
#endif //DECAL_PREVIEW
return o;
}
fixed4 frag_forward(v2f IN) : SV_Target
{
fixed3 viewDir = 0;
UnityGI gi;
SurfaceOutput o = frag_common(IN, viewDir, gi);
//call modified KSP lighting function
return LightingBlinnPhongSmooth(o, viewDir, gi);
}
void frag_deferred (v2f IN,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
#if defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW)
out half4 outGBuffer2 : SV_Target2,
#endif
out half4 outEmission : SV_Target3)
{
#if !(defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW))
half4 outGBuffer2 = 0; // define dummy normal buffer when we're not writing to it
#endif
float3 viewDir;
UnityGI gi;
SurfaceOutput o = frag_common(IN, viewDir, gi);
#ifdef DECAL_PREVIEW
o.Alpha = 1;
#endif
outEmission = LightingBlinnPhongSmooth_Deferred(o, viewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif
outGBuffer0.a = o.Alpha;
outGBuffer1 *= o.Alpha;
outGBuffer2.a = o.Alpha;
outEmission.a = o.Alpha;
}
void frag_deferred_prepass(v2f IN, out half4 outGBuffer1: SV_Target1) {
float3 viewDir;
UnityGI gi;
SurfaceOutput o = frag_common(IN, viewDir, gi);
outGBuffer1 = o.Alpha;
}
#endif