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Merge remote-tracking branch 'origin/main'
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cheese3660 committed Jul 20, 2023
2 parents f63b5b6 + 9f577cc commit 1f46a6a
Showing 1 changed file with 125 additions and 0 deletions.
125 changes: 125 additions & 0 deletions Assets/KSP2UnityTools/Shaders/KSP2/Parts/Paintable.shader
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Shader "KSP2/Parts/Paintable"
{
Properties
{
[Header(Color)] _Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo Map", 2D) = "white" { }
[Space()] [Header(Metallic Smoothness)] _MetallicGlossMap ("Metallic", 2D) = "white" { }
_Metallic ("Metallic/Smoothness Map", Range(0, 1)) = 0
_GlossMapScale ("Smoothness Scale", Range(0, 1)) = 1
_MipBias ("Mip Bias", Range(0, 1)) = 0.8
[Space()] [Header(Normals)] _BumpMap ("Normal Map", 2D) = "bump" { }
_DetailBumpMap ("Detail Normal Map", 2D) = "bump" { }
_DetailMask ("Detail Mask", 2D) = "white" { }
_DetailBumpScale ("Detail Normal Scale", Range(0, 1)) = 1
_DetailBumpTiling ("Detail Normal Tiling", Range(0.01, 10)) = 1
[Space()] [Header(Occlusion)] _OcclusionMap ("Occlusion Map", 2D) = "white" { }
_OcclusionStrength ("Strength", Range(0, 1)) = 1
[Space()] [Header(Emission)] _EmissionMap ("Emission Map", 2D) = "white" { }
_EmissionColor ("Emission Color", Color) = (0,0,0,1)
[Space()] [Toggle(USE_TIME_OF_DAY)] _UseTimeOfDay ("Use Time of Day", Float) = 0
_TimeOfDayDotMin ("Min", Range(-1, 1)) = -0.005
_TimeOfDayDotMax ("Max", Range(-1, 1)) = 0.005
[Space()] [Header(Paint)] _PaintA ("Paint Color A", Color) = (1,1,1,0)
_PaintB ("Paint Color B", Color) = (1,1,1,0)
_PaintMaskGlossMap ("Paint Mask (RG Masks B Dirt A Smooth)", 2D) = "white" { }
_PaintGlossMapScale ("Paint Smoothness Scale", Range(0, 1)) = 1
[Toggle] _SmoothnessOverride ("Use PaintMask for Paint Smoothness (And not the Metallic Map)?", Float) = 0
_RimFalloff ("_RimFalloff", Range(0.01, 5)) = 0.1
_RimColor ("_RimColor", Color) = (0,0,0,0)
[Header(Rendering)] [Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Float) = 2
_Offset ("Depth Offset", Range(-1, 1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200

CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows

// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0


struct Input
{
float2 uv_MainTex;
float2 uv_MetallicGlossMap;
float2 uv_BumpMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
float2 uv_PaintMaskGlossMap;
float3 viewDir;
};

fixed4 _Color;
sampler2D _MainTex;

sampler2D _MetallicGlossMap;
half _Metallic;
half _GlossMapScale;
half _MipBias;

sampler2D _BumpMap;

sampler2D _OcclusionMap;
half _OcclusionStrength;

sampler2D _EmissionMap;
fixed4 _EmissionColor;

sampler2D _PaintMaskGlossMap;
fixed4 _PaintA;
fixed4 _PaintB;
float _PaintGlossMapScale;
bool _SmoothnessOverride;

fixed4 _RimColor;
float _RimFalloff;


// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)

void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 PaintMaskColor = tex2D(_PaintMaskGlossMap, IN.uv_PaintMaskGlossMap);
fixed4 MetallicValue = tex2D(_MetallicGlossMap, IN.uv_MetallicGlossMap);

fixed4 paintAColor = lerp(c.rgba, _PaintA * PaintMaskColor.g, _PaintA.a);
c.rgba = lerp(c.rgba, paintAColor, PaintMaskColor.g);
fixed4 paintBColor = lerp(c.rgba, _PaintB * PaintMaskColor.r, _PaintB.a);
c.rgba = lerp(c.rgba, paintBColor, PaintMaskColor.r);

fixed4 paintColor = lerp(paintAColor, paintBColor, PaintMaskColor.r);

_Metallic = MetallicValue.a;

if(_SmoothnessOverride){
_Metallic = lerp(_Metallic, PaintMaskColor.a, _PaintA.a * PaintMaskColor.g);
_Metallic = lerp(_Metallic, PaintMaskColor.a, _PaintB.a * PaintMaskColor.r);
}

o.Albedo = c;
o.Metallic = MetallicValue.rgb;
o.Smoothness = _Metallic * _GlossMapScale;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap);
o.Occlusion = o.Occlusion * _OcclusionStrength;

half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap) * _EmissionColor + (_RimColor.rgb * pow (rim, _RimFalloff));

}
ENDCG
}
FallBack "Diffuse"
}

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