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- //
- // OvrAvatar PC single component shader
- // For use on non-expressive face meshes and other components
- //
- // Unity Surface Shader implementation
- // Mobile vertex/fragment shader is recommended for use on mobile platforms for performance
- //
- // Uses transparent queue for fade effects
- //
-
- Shader "OvrAvatar/Avatar_PC_SingleComponent"
- {
- 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)) = 1.0
- _RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
-
- [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 _MetallicMultiplier;
- half _RimIntensity;
-
- struct Input
- {
- float2 uv_MainTex;
- float2 uv_NormalMap;
- float2 uv_RoughnessMap;
- float3 viewDir;
- float3 worldNormal; INTERNAL_DATA
- };
-
- void surf(Input IN, inout SurfaceOutputStandard o)
- {
- // 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 - 1.0;
- #endif
- // Roughness contains metallic in r, smoothness in a
- 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);
- #endif
- // Set smoothness and metallic
- o.Smoothness = roughnessTex.a * _SmoothnessMultiplier;
- o.Metallic = roughnessTex.r * _MetallicMultiplier;
-
- // Final base color including DiffuseIntensity and NdotL for lighting gradient
- _BaseColor.rgb += _DiffuseIntensity * NdotL;
-
- // Multiply texture with base color
- o.Albedo = albedoColor.rgb * _BaseColor;
-
- // Rim term
- o.Albedo += pow(1.0 - 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);
-
- // Global alpha
- o.Alpha = albedoColor.a * _Alpha;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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