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- //
- // OvrAvatar Mobile Single Component Loading shader
- //
- // Cut-down single component version of the avatar shader to be used during combined mesh loading
- //
- // See OvrAvatarMaterialManager implementation notes
- //
-
- Shader "OvrAvatar/Avatar_Mobile_Loader"
- {
- Properties
- {
- [NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
-
- _BaseColor("Color Tint", Color) = (1.0,1.0,1.0,1.0)
- _Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
- _LoadingDimmer("Loading 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
- _RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
- }
-
- SubShader
- {
- Tags { "LightMode" = "ForwardBase" "IgnoreProjector" = "True"}
- Pass
- {
- Blend One Zero
- Cull Back
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- #include "UnityLightingCommon.cginc"
-
- sampler2D _NormalMap;
- float4 _NormalMap_ST;
-
- float4 _BaseColor;
- float _Dimmer;
- float _LoadingDimmer;
- float _Alpha;
-
- float _DiffuseIntensity;
- float _RimIntensity;
-
- static const fixed MOUTH_ZSCALE = 0.5f;
- static const fixed MOUTH_DROPOFF = 0.01f;
-
- struct appdata
- {
- float4 vertex: POSITION;
- float3 normal: NORMAL;
- float4 tangent: TANGENT;
- float4 uv: TEXCOORD0;
- };
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 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 = v.uv;
- return o;
- }
-
- fixed4 frag(v2f i) : COLOR
- {
- // Process normal map
- #if (UNITY_VERSION >= 20171)
- float3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv));
- #else
- float3 normalMap = tex2D(_NormalMap, i.uv) * 2.0 - 1.0;
- #endif
- float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
- float3 normalDirection = normalize(mul(normalMap.rgb, tangentTransform));
-
- // Normal/Light/View calculations
- half3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
- half VdotN = saturate(dot(viewDirection, normalDirection));
- half NdotL = saturate(dot(normalDirection, _WorldSpaceLightPos0.xyz));
-
- // Calculate color
- float4 albedoColor;
-
- #if !defined(UNITY_COLORSPACE_GAMMA)
- _BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb);
- #endif
- // Final base color including DiffuseIntensity and NdotL for lighting gradient
- _BaseColor.rgb += _DiffuseIntensity * NdotL * _LightColor0;
-
- // No diffuse texture in the loader shader
- albedoColor = _BaseColor;
-
- // Rim term
- albedoColor.rgb += pow(1.0 - VdotN, _RimIntensity) * NdotL;
-
- // Global dimmer
- albedoColor.rgb *= lerp(_Dimmer, _LoadingDimmer, step(_LoadingDimmer, _Dimmer));
-
- // Convert back to linear color space if we are in linear
- #if !defined(UNITY_COLORSPACE_GAMMA)
- albedoColor.rgb = GammaToLinearSpace(albedoColor.rgb);
- #endif
- albedoColor.rgb = saturate(albedoColor.rgb);
-
- // Set alpha
- albedoColor.a *= _Alpha;
-
- // Return clamped final color
- return albedoColor;
- }
- ENDCG
- }
- }
- }
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