// // OvrAvatar Mobile single component expressive face shader // For use on expressive face meshes // // 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 additional contour to the // avatar // Shader "OvrAvatar/Avatar_Mobile_SingleComponentExpressive" { Properties { [NoScaleOffset] _MainTex("Main Texture", 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 _ReflectionIntensity("Reflection Intensity", Range(0.0,1.0)) = 0.0 _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 { Tags { "LightMode" = "ForwardBase" "IgnoreProjector" = "True"} Pass { Blend [_SrcBlend] [_DstBlend] Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile SECONDARY_LIGHT_OFF SECONDARY_LIGHT_ON #include "UnityCG.cginc" #include "UnityLightingCommon.cginc" sampler2D _MainTex; sampler2D _NormalMap; float4 _NormalMap_ST; sampler2D _RoughnessMap; half4 _BaseColor; half _Dimmer; half _Alpha; half _DiffuseIntensity; half _RimIntensity; half _ReflectionIntensity; 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; 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 { // Pupil size offsets uv coords if (all(i.uv < EYE_REGION_UV)) { i.uv -= PUPIL_CENTER_UV; half pupil = saturate(length(i.uv) / DILATION_ENVELOPE); i.uv *= lerp(1.0, pupil, _PupilSize); i.uv += PUPIL_CENTER_UV; } // Diffuse texture sample half4 albedoColor = tex2D(_MainTex, i.uv); // Process normal map #if (UNITY_VERSION >= 20171) float3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv)); #else float3 normalMap = tex2D(_NormalMap, i.uv) * 2.0 - ONE; #endif 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 = tex2D(_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); // Color space conversions if we are in linear #ifndef UNITY_COLORSPACE_GAMMA _BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb); _MaskColorIris.rgb = LinearToGammaSpace(_MaskColorIris); _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; // 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 _BaseColor.rgb += 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) * 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) * NdotL * _SecondaryLightColor; #else albedoColor.rgb += pow(ONE - VdotN, _RimIntensity) * NdotL; #endif // Global dimmer albedoColor.rgb *= _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, 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 } } Fallback "Diffuse" }