// // OvrAvatar Mobile single component shader // For use on non-expressive face meshes and other components // // 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 // // Simple mouth animation with speech done with vertex perturbation // // 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 a lit contour to the avatar // Shader "OvrAvatar/Avatar_Mobile_SingleComponent" { 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 _RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0 _ReflectionIntensity("Reflection Intensity", Range(0.0,1.0)) = 0.0 _Voice("Voice", Range(0.0,1.0)) = 0.0 [HideInInspector] _MouthPosition("Mouth position", Vector) = (0,0,0,1) [HideInInspector] _MouthDirection("Mouth direction", Vector) = (0,0,0,1) [HideInInspector] _MouthEffectDistance("Mouth Effect Distance", Float) = 0.03 [HideInInspector] _MouthEffectScale("Mouth Effect Scaler", Float) = 1 [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 _Voice; half4 _MouthPosition; half4 _MouthDirection; half _MouthEffectDistance; half _MouthEffectScale; 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; // Mouth vertex animation with voice float4 worldVert = mul(unity_ObjectToWorld, v.vertex); float3 delta = _MouthPosition - worldVert; delta.z *= MOUTH_ZSCALE; half dist = length(delta); half scaledMouthDropoff = _MouthEffectScale * MOUTH_DROPOFF; half scaledMouthEffect = _MouthEffectScale * _MouthEffectDistance; half displacement = _Voice * smoothstep(scaledMouthEffect + scaledMouthDropoff, scaledMouthEffect, dist); worldVert.xyz -= _MouthDirection * displacement; v.vertex = mul(unity_WorldToObject, worldVert); // 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 = worldVert; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : COLOR { // 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, _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); #ifndef UNITY_COLORSPACE_GAMMA _BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb); #endif // Multiply in base color albedoColor.rgb *= _BaseColor.rgb; // Lerp diffuseIntensity with roughness map _DiffuseIntensity = lerp(_DiffuseIntensity, 1.0, roughnessTex.a); // Apply main light with a lerp between DiffuseIntensity and 1 based on the roughness albedoColor.rgb += _DiffuseIntensity * NdotL * _LightColor0; // 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(1.0 - VdotN, _RimIntensity) * NdotL * _SecondaryLightColor; #else albedoColor.rgb += pow(1.0 - VdotN, _RimIntensity) * NdotL; #endif // Reflection from cubemap albedoColor.rgb += reflectionColor * (roughnessTex.a * _ReflectionIntensity) * NdotL; // 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 albedoColor.a *= _Alpha; // Return clamped final color return albedoColor; } ENDCG } } Fallback "Diffuse" }