// // 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" }