// // 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 } } }