|
|
- //
- // OvrAvatar Mobile combined mesh expressive shader
- // For use on expressive face meshes
- // Texture array approach for rendering a combined mesh avatar with blend shape expression
- // Coupled with OvrAvatarMaterialManager to populate the texture arrays
- //
- // Unity vertex-fragnment implementation
- // Simplified lighting model recommended for use on mobile supporting one directional light
- // Surface shader recommended on PC
- //
- // 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 keywords:
- // - SECONDARY_LIGHT_ON SECONDARY_LIGHT_OFF
- // Enable SECONDARY_LIGHT_ON for a second "light" comprised of _SecondaryLightDirection and
- // _SecondaryLightColor This will influence the rim effect providing a lit contour to the avatar
- //
-
-
- Shader "OvrAvatar/Avatar_Mobile_CombinedMeshExpressive"
- {
- Properties
- {
- [NoScaleOffset] _MainTex("Main Texture Array", 2DArray) = "white" {}
- [NoScaleOffset] _NormalMap("Normal Map Array", 2DArray) = "bump" {}
- [NoScaleOffset] _RoughnessMap("Roughness Map Array", 2DArray) = "black" {}
-
- _Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
- _Alpha("Alpha", Range(0.0,1.0)) = 1.0
-
- // Index into the texture array needs an offset for precision
- _Slices("Texture Array Slices", int) = 4.97
-
- _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
- {
- Tags { "LightMode" = "ForwardBase" "IgnoreProjector" = "True"}
- Pass
- {
- Blend [_SrcBlend] [_DstBlend]
- Cull Back
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.5
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile SECONDARY_LIGHT_OFF SECONDARY_LIGHT_ON
- #include "UnityCG.cginc"
- #include "UnityLightingCommon.cginc"
-
- UNITY_DECLARE_TEX2DARRAY(_MainTex);
- UNITY_DECLARE_TEX2DARRAY(_NormalMap);
- float4 _NormalMap_ST;
- UNITY_DECLARE_TEX2DARRAY(_RoughnessMap);
-
- int _Slices;
-
- half _Dimmer;
- half _Alpha;
-
- half4 _BaseColor[5];
- half _DiffuseIntensity[5];
- half _RimIntensity[5];
- half _ReflectionIntensity[5];
-
- half3 _SecondaryLightDirection;
- half4 _SecondaryLightColor;
-
- half _PupilSize;
- half _LipSmoothness;
-
- fixed4 _MaskColorIris;
- fixed4 _MaskColorSclera;
- fixed4 _MaskColorBrows;
- fixed4 _MaskColorLashes;
- fixed4 _MaskColorLashesEnd;
- fixed4 _MaskColorLips;
- 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 appdata
- {
- float4 vertex: POSITION;
- float3 normal: NORMAL;
- float4 tangent: TANGENT;
- float2 texcoord: TEXCOORD0;
- float4 vertexColor : COLOR0;
- };
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float3 uv : TEXCOORD0;
- float4 posWorld: TEXCOORD1;
- float3 normalDir: TEXCOORD2;
- float3 tangentDir: TEXCOORD3;
- float3 bitangentDir: TEXCOORD4;
- };
-
- v2f vert(appdata v)
- {
- v2f o;
-
- // Calculate tangents for normal mapping
- o.normalDir = normalize(UnityObjectToWorldNormal(v.normal));
- o.tangentDir = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz);
- o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
-
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv.xy = v.texcoord;
- o.uv.z = v.vertexColor.x * _Slices;
- return o;
- }
-
- fixed4 frag(v2f i) : COLOR
- {
- // Pupil size offsets uv coords
- if (all(i.uv.xy < EYE_REGION_UV))
- {
- i.uv.xy -= PUPIL_CENTER_UV;
- half pupil = saturate(length(i.uv.xy) / DILATION_ENVELOPE);
- i.uv.xy *= lerp(1.0, pupil, _PupilSize);
- i.uv.xy += PUPIL_CENTER_UV;
- }
-
- // Diffuse texture sample
- float4 albedoColor = UNITY_SAMPLE_TEX2DARRAY(_MainTex, i.uv);
-
- // Process normal map
- float3 transformedNormalUV = i.uv;
- transformedNormalUV.xy = float2(TRANSFORM_TEX(i.uv.xy, _NormalMap));
- float3 normalMap = UNITY_SAMPLE_TEX2DARRAY(_NormalMap, transformedNormalUV) * 2.0 - ONE;
- float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
- float3 normalDirection = normalize(mul(normalMap.rgb, tangentTransform));
-
- // Roughness contains metallic in r, smoothness in a, mask region in b and mask control in g
- half4 roughnessTex = UNITY_SAMPLE_TEX2DARRAY(_RoughnessMap, i.uv);
-
- // Normal/Light/View calculations
- half3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- half VdotN = saturate(dot(viewDirection, normalDirection));
- half NdotL = saturate(dot(normalDirection, normalize(_WorldSpaceLightPos0.xyz)));
-
- // Sample the default reflection cubemap using the reflection vector
- float3 worldReflection = reflect(-viewDirection, normalDirection);
- half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldReflection);
- // Decode cubemap data into actual color
- half3 reflectionColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
-
- // Get index into texture array
- int componentIndex = floor(i.uv.z + 0.5);
-
- // Base color from array
- float4 baseColor = _BaseColor[componentIndex];
-
- // Color space conversions if we are in linear
- #ifndef UNITY_COLORSPACE_GAMMA
- _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
-
- // Calculate color masks
- 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 * IRIS_BRIGHTNESS_MODIFIER - baseColor.rgb);
- half3 maskBrows = browsScalar * (_MaskColorBrows - baseColor.rgb);
- half3 maskLashes = lashesScalar * (_MaskColorLashes - baseColor.rgb);
- half3 maskSclera = scleraScalar * (_MaskColorSclera * SCLERA_BRIGHTNESS_MODIFIER - baseColor.rgb);
- half3 maskTeeth = teethScalar * (_MaskColorTeeth - baseColor.rgb);
- half3 maskGums = gumsScalar * (_MaskColorGums - baseColor.rgb);
- // Lip tint excluded from color mask as it lerps with texture color
- half3 colorMask = maskIris + maskBrows + maskLashes + maskSclera + maskTeeth + maskGums;
-
- // Diffuse intensity from array
- half diffuseIntensity = _DiffuseIntensity[componentIndex];
-
- // Lerp diffuseIntensity with roughness map
- diffuseIntensity = lerp(diffuseIntensity, ONE, roughnessTex.a);
-
- // Brows and lashes modify DiffuseIntensity
- diffuseIntensity *= ONE - (saturate(browsScalar + lashesScalar) * BROWS_LASHES_DIFFUSEINTENSITY);
-
- // Add in diffuseIntensity and main lighting to base color
- baseColor.rgb += diffuseIntensity * NdotL * _LightColor0;
-
- // Add in color mask to base color if this is the head component (index == 0)
- baseColor.rgb += clamp(ONE - componentIndex, 0, ONE) * colorMask;
-
- // Multiply texture with base color with special case for lips
- albedoColor.rgb = lerp(albedoColor.rgb * baseColor.rgb, _MaskColorLips.rgb, lipsScalar * _MaskColorLips.a);
-
- // Smoothness multiplier on lip region
- albedoColor.rgb += lipsScalar * reflectionColor * (_LipSmoothness * LIP_SMOOTHNESS_MULTIPLIER) *
- lerp(LIP_SMOOTHNESS_MIN_NDOTL, ONE, NdotL);
-
- // Reflection from cubemap
- albedoColor.rgb += reflectionColor * (roughnessTex.a * _ReflectionIntensity[componentIndex]) * NdotL;
-
- // Rim term
- #ifdef SECONDARY_LIGHT_ON
- // Secondary light proxy (direction and color) passed into the rim term
- NdotL = saturate(dot(normalDirection, _SecondaryLightDirection));
- albedoColor.rgb += pow(ONE - VdotN, _RimIntensity[componentIndex]) * NdotL * _SecondaryLightColor;
- #else
- albedoColor.rgb += pow(ONE - VdotN, _RimIntensity[componentIndex]) * NdotL;
- #endif
-
- // Global dimmer
- albedoColor.rgb *= _Dimmer;
-
- #if !defined(UNITY_COLORSPACE_GAMMA)
- albedoColor.rgb = GammaToLinearSpace(albedoColor.rgb);
- #endif
- albedoColor.rgb = saturate(albedoColor.rgb);
-
- // Set alpha, with special case for lashes
- albedoColor.a = saturate(albedoColor.a * lerp(ONE, _Alpha, ONE - lashesScalar) * _Alpha);
-
- // Clip fragments in the lash region for clean lash transparency
- clip(albedoColor.a - lerp(0.0, ALPHA_CLIP_THRESHOLD, lashesScalar));
-
- // Return clamped final color
- return albedoColor;
- }
- ENDCG
- }
- }
- }
|