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Merge remote-tracking branch 'origin/main'
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Shader "KSP2/Parts/Paintable"
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{
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Properties
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{
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[Header(Color)] _Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo Map", 2D) = "white" { }
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[Space()] [Header(Metallic Smoothness)] _MetallicGlossMap ("Metallic", 2D) = "white" { }
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_Metallic ("Metallic/Smoothness Map", Range(0, 1)) = 0
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_GlossMapScale ("Smoothness Scale", Range(0, 1)) = 1
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_MipBias ("Mip Bias", Range(0, 1)) = 0.8
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[Space()] [Header(Normals)] _BumpMap ("Normal Map", 2D) = "bump" { }
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_DetailBumpMap ("Detail Normal Map", 2D) = "bump" { }
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_DetailMask ("Detail Mask", 2D) = "white" { }
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_DetailBumpScale ("Detail Normal Scale", Range(0, 1)) = 1
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_DetailBumpTiling ("Detail Normal Tiling", Range(0.01, 10)) = 1
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[Space()] [Header(Occlusion)] _OcclusionMap ("Occlusion Map", 2D) = "white" { }
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_OcclusionStrength ("Strength", Range(0, 1)) = 1
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[Space()] [Header(Emission)] _EmissionMap ("Emission Map", 2D) = "white" { }
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_EmissionColor ("Emission Color", Color) = (0,0,0,1)
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[Space()] [Toggle(USE_TIME_OF_DAY)] _UseTimeOfDay ("Use Time of Day", Float) = 0
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_TimeOfDayDotMin ("Min", Range(-1, 1)) = -0.005
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_TimeOfDayDotMax ("Max", Range(-1, 1)) = 0.005
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[Space()] [Header(Paint)] _PaintA ("Paint Color A", Color) = (1,1,1,0)
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_PaintB ("Paint Color B", Color) = (1,1,1,0)
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_PaintMaskGlossMap ("Paint Mask (RG Masks B Dirt A Smooth)", 2D) = "white" { }
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_PaintGlossMapScale ("Paint Smoothness Scale", Range(0, 1)) = 1
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[Toggle] _SmoothnessOverride ("Use PaintMask for Paint Smoothness (And not the Metallic Map)?", Float) = 0
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_RimFalloff ("_RimFalloff", Range(0.01, 5)) = 0.1
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_RimColor ("_RimColor", Color) = (0,0,0,0)
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[Header(Rendering)] [Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Float) = 2
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_Offset ("Depth Offset", Range(-1, 1)) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_MetallicGlossMap;
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float2 uv_BumpMap;
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float2 uv_OcclusionMap;
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float2 uv_EmissionMap;
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float2 uv_PaintMaskGlossMap;
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float3 viewDir;
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};
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fixed4 _Color;
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sampler2D _MainTex;
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sampler2D _MetallicGlossMap;
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half _Metallic;
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half _GlossMapScale;
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half _MipBias;
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sampler2D _BumpMap;
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sampler2D _OcclusionMap;
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half _OcclusionStrength;
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sampler2D _EmissionMap;
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fixed4 _EmissionColor;
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sampler2D _PaintMaskGlossMap;
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fixed4 _PaintA;
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fixed4 _PaintB;
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float _PaintGlossMapScale;
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bool _SmoothnessOverride;
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fixed4 _RimColor;
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float _RimFalloff;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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fixed4 PaintMaskColor = tex2D(_PaintMaskGlossMap, IN.uv_PaintMaskGlossMap);
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fixed4 MetallicValue = tex2D(_MetallicGlossMap, IN.uv_MetallicGlossMap);
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fixed4 paintAColor = lerp(c.rgba, _PaintA * PaintMaskColor.g, _PaintA.a);
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c.rgba = lerp(c.rgba, paintAColor, PaintMaskColor.g);
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fixed4 paintBColor = lerp(c.rgba, _PaintB * PaintMaskColor.r, _PaintB.a);
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c.rgba = lerp(c.rgba, paintBColor, PaintMaskColor.r);
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fixed4 paintColor = lerp(paintAColor, paintBColor, PaintMaskColor.r);
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_Metallic = MetallicValue.a;
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if(_SmoothnessOverride){
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_Metallic = lerp(_Metallic, PaintMaskColor.a, _PaintA.a * PaintMaskColor.g);
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_Metallic = lerp(_Metallic, PaintMaskColor.a, _PaintB.a * PaintMaskColor.r);
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}
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o.Albedo = c;
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o.Metallic = MetallicValue.rgb;
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o.Smoothness = _Metallic * _GlossMapScale;
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o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
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o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap);
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o.Occlusion = o.Occlusion * _OcclusionStrength;
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half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
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o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap) * _EmissionColor + (_RimColor.rgb * pow (rim, _RimFalloff));
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}
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ENDCG
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}
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FallBack "Diffuse"
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}

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