Update change log.
[VesselSimulator.git] / Assets / PartTools / Shaders / Bumped.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
Shader "KSP/Bumped"
{
	Properties 
	{
		_MainTex("_MainTex (RGB spec(A))", 2D) = "gray" {}
		_BumpMap("_BumpMap", 2D) = "bump" {}
		
		_Opacity("_Opacity", Range(0,1) ) = 1

		_RimFalloff("_RimFalloff", Range(0.01,5) ) = 0.1
		_RimColor("_RimColor", Color) = (0,0,0,0)

		_TemperatureColor("_TemperatureColor", Color) = (0,0,0,0)
		_BurnColor ("Burn Color", Color) = (1,1,1,1)

	}
	
	SubShader 
	{
		Tags { "RenderType"="Opaque" }
		ZWrite On
		ZTest LEqual
		Blend SrcAlpha OneMinusSrcAlpha 

		CGPROGRAM

        #include "LightingKSP.cginc"
        #pragma surface surf BlinnPhongSmooth keepalpha
		#pragma target 3.0
		
		half _Shininess;

		sampler2D _MainTex;
		sampler2D _BumpMap;

		float _Opacity;
		float _RimFalloff;
		float4 _RimColor;
		float4 _TemperatureColor;
		float4 _BurnColor;
		
		struct Input
		{
			float2 uv_MainTex;
			float2 uv_BumpMap;
			float2 uv_Emissive;
			float3 viewDir;
		};

		void surf (Input IN, inout SurfaceOutput o)
		{
			float4 color = tex2D(_MainTex,(IN.uv_MainTex)) * _BurnColor;
			float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

			half rim = 1.0 - saturate(dot (normalize(IN.viewDir), normal));

			float3 emission = (_RimColor.rgb * pow(rim, _RimFalloff)) * _RimColor.a;
			emission += _TemperatureColor.rgb * _TemperatureColor.a;

			o.Albedo = color.rgb;
			o.Emission = emission;
			o.Normal = normal;
            o.Gloss = 0;
            o.Specular = 0;
			o.Emission *= _Opacity;
			o.Alpha = _Opacity;
		}
		ENDCG
	}
	Fallback "Standard"
}