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-- Added integration with stock toolbar in VAB and SPH.
-- Added tabs for control over particular shaders -- Screenshots are namet after the ship -- "Cleaned up" code a little around explode, I was getting confused -- Yes I know this should be split into separate commits -- ps. sorry for my C# skills
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faceless
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Sep 17, 2014
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/blueprint
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumped
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/bumpedspecular
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/coloradjust
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/cutoff
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/diffuse
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/edn2
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivebumpedspecular
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/emissivespecular
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/fxaa
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GameData/KronalUtils/Plugins/PluginData/KronalUtils/outline
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Shader "Outlined Diffuse" | ||
{ | ||
Properties | ||
{ | ||
_Color ("Main Color", Color) = (.5,.5,.5,1) | ||
_OutlineColor ("Outline Color", Color) = (0,1,0,1) | ||
_Outline ("Outline width", Range (0.002, 0.03)) = 0.01 | ||
_MainTex ("Base (RGB)", 2D) = "white" { } | ||
//Not needed | ||
//_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } | ||
} | ||
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SubShader | ||
{ | ||
Tags { "RenderType"="Opaque" } | ||
//Minor switch | ||
//UsePass "Toon/Basic/BASE" | ||
UsePass "Diffuse/BASE" | ||
Pass | ||
{ | ||
Name "OUTLINE" | ||
Tags { "LightMode" = "Always" } | ||
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Program "vp" { | ||
// Vertex combos: 1 | ||
// opengl - ALU: 13 to 13 | ||
// d3d9 - ALU: 13 to 13 | ||
SubProgram "opengl " { | ||
Keywords { } | ||
Bind "vertex" ATTR0 | ||
Bind "normal" ATTR1 | ||
Float 13 [_Outline] | ||
Vector 14 [_OutlineColor] | ||
"!!ARBvp1.0 | ||
# 13 ALU | ||
PARAM c[15] = { program.local[0], | ||
state.matrix.modelview[0], | ||
state.matrix.projection, | ||
state.matrix.mvp, | ||
program.local[13..14] }; | ||
TEMP R0; | ||
TEMP R1; | ||
DP4 R0.z, vertex.attrib[0], c[11]; | ||
DP3 R0.x, vertex.attrib[1], c[2]; | ||
MUL R0.y, R0.x, c[6]; | ||
DP3 R0.x, vertex.attrib[1], c[1]; | ||
MUL R0.x, R0, c[5]; | ||
MUL R1.xy, R0, R0.z; | ||
DP4 R0.x, vertex.attrib[0], c[9]; | ||
DP4 R0.y, vertex.attrib[0], c[10]; | ||
MAD result.position.xy, R1, c[13].x, R0; | ||
MOV result.color, c[14]; | ||
DP4 result.position.w, vertex.attrib[0], c[12]; | ||
MOV result.position.z, R0; | ||
MOV result.fogcoord.x, R0.z; | ||
END | ||
# 13 instructions, 2 R-regs | ||
" | ||
} | ||
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SubProgram "d3d9 " { | ||
Keywords { } | ||
Bind "vertex" Vertex | ||
Bind "normal" Normal | ||
Matrix 0 [glstate_matrix_modelview0] | ||
Matrix 4 [glstate_matrix_projection] | ||
Matrix 8 [glstate_matrix_mvp] | ||
Float 12 [_Outline] | ||
Vector 13 [_OutlineColor] | ||
"vs_2_0 | ||
; 13 ALU | ||
dcl_position v0 | ||
dcl_normal v1 | ||
dp4 r0.z, v0, c10 | ||
dp3 r0.x, v1, c1 | ||
mul r0.y, r0.x, c5 | ||
dp3 r0.x, v1, c0 | ||
mul r0.x, r0, c4 | ||
mul r1.xy, r0, r0.z | ||
dp4 r0.x, v0, c8 | ||
dp4 r0.y, v0, c9 | ||
mad oPos.xy, r1, c12.x, r0 | ||
mov oD0, c13 | ||
dp4 oPos.w, v0, c11 | ||
mov oPos.z, r0 | ||
mov oFog, r0.z | ||
" | ||
} | ||
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} | ||
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#LINE 52 | ||
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Cull Front | ||
ZWrite On | ||
ColorMask RGB | ||
Blend SrcAlpha OneMinusSrcAlpha | ||
//? -Note: I don't remember why I put a "?" here | ||
SetTexture [_MainTex] { combine primary } | ||
} | ||
} | ||
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Fallback "Diffuse" | ||
} |
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