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- //
- // OvrAvatar PC single component expressive face shader
- // For use on expressive face meshes
- //
- // Unity Surface Shader implementation
- // Mobile vertex/fragment shader is recommended for use on mobile platforms for performance.
- //
- // Uses transparent queue for fade effects
- //
- // Color and appearance of the facial regions controlled via G&B channels in roughness texture
- // Pupil size controlled by manipulating UV coordinates
- //
-
- Shader "OvrAvatar/Avatar_PC_SingleComponentExpressive"
- {
- Properties
- {
- [NoScaleOffset] _MainTex("Color (RGB)", 2D) = "white" {}
- [NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
- [NoScaleOffset] _RoughnessMap("Roughness Map", 2D) = "black" {}
-
- _BaseColor("Color Tint", Color) = (1.0,1.0,1.0,1.0)
- _Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
- _Alpha("Alpha", Range(0.0,1.0)) = 1.0
-
- _DiffuseIntensity("Diffuse Intensity", Range(0.0,1.0)) = 0.3
- _SmoothnessMultiplier("Smoothness Multiplier", Range(0.0,1.0)) = 1.0
- _MetallicMultiplier("Metallic Multiplier", Range(0.0,1.0)) = 0.3
- _RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
-
- _PupilSize("Pupil Size", Range(-1, 2)) = 0
- _LipSmoothness("Lip Smoothness", Range(0, 1)) = 0
-
- _MaskColorIris("Iris Color", Color) = (0.0,0.0,0.0,1.0)
- _MaskColorLips("Lips Color", Color) = (0.0,0.0,0.0,1.0)
- _MaskColorBrows("Brows Color", Color) = (0.0,0.0,0.0,1.0)
- _MaskColorLashes("Lashes Color", Color) = (0.0,0.0,0.0,1.0)
- _MaskColorSclera("Sclera Color", Color) = (0.0,0.0,0.0,1.0)
- _MaskColorGums("Gums Color", Color) = (0.0,0.0,0.0,1.0)
- _MaskColorTeeth("Teeth Color", Color) = (0.0,0.0,0.0,1.0)
-
- [HideInInspector] _SrcBlend("", Float) = 1
- [HideInInspector] _DstBlend("", Float) = 0
- }
-
- SubShader
- {
- Blend [_SrcBlend] [_DstBlend]
- Cull Back
- CGPROGRAM
- #pragma surface surf Standard keepalpha fullforwardshadows
- #pragma target 3.0
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- sampler2D _NormalMap;
- sampler2D _RoughnessMap;
-
- half4 _BaseColor;
- half _Dimmer;
- half _Alpha;
-
- half _DiffuseIntensity;
- half _SmoothnessMultiplier;
- half _SmoothnessMultiplierLips;
- half _MetallicMultiplier;
- half _RimIntensity;
-
- half _PupilSize;
- half _LipSmoothness;
-
- fixed4 _MaskColorIris;
- fixed4 _MaskColorLips;
- fixed4 _MaskColorBrows;
- fixed4 _MaskColorLashes;
- fixed4 _MaskColorLashesEnd;
- fixed4 _MaskColorSclera;
- fixed4 _MaskColorGums;
- fixed4 _MaskColorTeeth;
-
- static const int ONE = 1;
- static const fixed ALPHA_CLIP_THRESHOLD = 0.7;
- static const int IRIS_BRIGHTNESS_MODIFIER = 2;
- static const fixed SCLERA_BRIGHTNESS_MODIFIER = 1.2;
- static const fixed LIP_SMOOTHNESS_MULTIPLIER = 0.5;
- static const fixed LIP_SMOOTHNESS_MIN_NDOTL = 0.3;
- static const fixed BROWS_LASHES_DIFFUSEINTENSITY = ONE - 0.25;
- static const int COLOR_MULTIPLIER = 255;
- static const half2 PUPIL_CENTER_UV = half2(0.127, 0.1175);
- static const half DILATION_ENVELOPE = 0.024;
- static const half2 EYE_REGION_UV = PUPIL_CENTER_UV + DILATION_ENVELOPE;
-
- static const int MASK_SLICE_SIZE = 17;
- static const half MASK_SLICE_THRESHOLD = MASK_SLICE_SIZE * 0.5f;
- static const int MASK_INDEX_IRIS = 255;
- static const int MASK_INDEX_SCLERA = 238;
- static const int MASK_INDEX_LASHES = 221;
- static const int MASK_INDEX_LIPS = 204;
- static const int MASK_INDEX_GUMS = 187;
- static const int MASK_INDEX_TEETH = 170;
- static const int MASK_INDEX_BROWS = 153;
-
- struct Input
- {
- float2 uv_MainTex;
- float2 uv_NormalMap;
- float2 uv_RoughnessMap;
- float3 viewDir;
- float3 worldNormal; INTERNAL_DATA
- };
-
- void surf(Input IN, inout SurfaceOutputStandard o)
- {
- // Pupil size offsets uv coords
- if (all(IN.uv_MainTex < EYE_REGION_UV))
- {
- IN.uv_MainTex -= PUPIL_CENTER_UV;
- half pupil = saturate(length(IN.uv_MainTex) / DILATION_ENVELOPE);
- IN.uv_MainTex *= lerp(ONE, pupil, _PupilSize);
- IN.uv_MainTex += PUPIL_CENTER_UV;
- }
-
- // Diffuse texture sample
- half4 albedoColor = tex2D(_MainTex, IN.uv_MainTex);
-
- // Unpack normal map
- #if (UNITY_VERSION >= 20171)
- o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
- #else
- o.Normal = tex2D(_NormalMap, IN.uv_MainTex) * 2.0 - ONE;
- #endif
- // Roughness contains metallic in r, smoothness in a, mask region in b and mask control in g
- half4 roughnessTex = tex2D(_RoughnessMap, IN.uv_MainTex);
-
- // Normal/Light/View calculations
- half NdotL = saturate(dot(WorldNormalVector(IN, o.Normal), _WorldSpaceLightPos0.xyz));
- half VdotN = saturate(dot(normalize(IN.viewDir), o.Normal));
-
- // Color space conversions if we are in linear
- #ifndef UNITY_COLORSPACE_GAMMA
- _BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb);
- _MaskColorIris.rgb = LinearToGammaSpace(_MaskColorIris.rgb);
- _MaskColorLips.rgb = LinearToGammaSpace(_MaskColorLips.rgb);
- _MaskColorBrows.rgb = LinearToGammaSpace(_MaskColorBrows.rgb);
- _MaskColorLashes.rgb = LinearToGammaSpace(_MaskColorLashes.rgb);
- _MaskColorLashesEnd.rgb = LinearToGammaSpace(_MaskColorLashesEnd.rgb);
- _MaskColorSclera.rgb = LinearToGammaSpace(_MaskColorSclera.rgb);
- _MaskColorGums.rgb = LinearToGammaSpace(_MaskColorGums.rgb);
- _MaskColorTeeth.rgb = LinearToGammaSpace(_MaskColorTeeth.rgb);
- #endif
-
- // Mask regions and colors
- half irisScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_IRIS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
- half lipsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_LIPS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
- half browsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_BROWS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
- half lashesScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_LASHES) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
- half scleraScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_SCLERA) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
- half teethScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_TEETH) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
- half gumsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_GUMS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
-
- half3 maskIris = irisScalar * (_MaskColorIris.rgb * IRIS_BRIGHTNESS_MODIFIER - _BaseColor.rgb);
- half3 maskBrows = browsScalar * (_MaskColorBrows.rgb - _BaseColor.rgb);
- half3 maskLashes = lashesScalar * (_MaskColorLashes.rgb - _BaseColor.rgb);
- half3 maskSclera = scleraScalar * (_MaskColorSclera.rgb * SCLERA_BRIGHTNESS_MODIFIER - _BaseColor.rgb);
- half3 maskTeeth = teethScalar * (_MaskColorTeeth.rgb - _BaseColor.rgb);
- half3 maskGums = gumsScalar * (_MaskColorGums.rgb - _BaseColor.rgb);
- // Lip tint excluded from color mask as it lerps with texture color
- half3 colorMask = maskIris + maskBrows + maskLashes + maskSclera + maskTeeth + maskGums;
-
- // Set smoothness
- o.Smoothness = roughnessTex.a * _SmoothnessMultiplier;
-
- // Force no smoothness on gums & teeth
- o.Smoothness *= ONE - saturate(teethScalar + gumsScalar);
-
- // Use global smoothness or lip smoothness modifier
- o.Smoothness += (_LipSmoothness * LIP_SMOOTHNESS_MULTIPLIER) * lipsScalar;
-
- // Set metallic with global modifier
- o.Metallic = roughnessTex.r * _MetallicMultiplier;
-
- // Brows and lashes modify DiffuseIntensity
- _DiffuseIntensity *= ONE - (saturate(browsScalar + lashesScalar) * BROWS_LASHES_DIFFUSEINTENSITY);
-
- // Modify base color with DiffuseIntensity * NdotL for lighting gradient
- _BaseColor.rgb += _DiffuseIntensity * NdotL;
-
- // Add in color mask
- _BaseColor.rgb += colorMask;
-
- // Multiply texture with base color with special case for lips
- o.Albedo.rgb = lerp(albedoColor.rgb * _BaseColor.rgb, _MaskColorLips.rgb, lipsScalar * _MaskColorLips.a);
-
- // Rim term
- o.Albedo += pow(ONE - VdotN, _RimIntensity) * NdotL;
-
- // Global dimmer
- o.Albedo *= _Dimmer;
-
- // Convert back to linear color space if we are in linear
- #if !defined(UNITY_COLORSPACE_GAMMA)
- o.Albedo = GammaToLinearSpace(o.Albedo);
- #endif
- o.Albedo = saturate(o.Albedo);
-
- // Set alpha, with special case for lashes
- o.Alpha = saturate(albedoColor.a * lerp(ONE, _Alpha, ONE - lashesScalar) * _Alpha);
-
- // Clip fragments in the lash region for clean lash transparency
- clip(o.Alpha - lerp(0.0, ALPHA_CLIP_THRESHOLD, lashesScalar));
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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