Assignment for RMIT Mixed Reality in 2020
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//
// OvrAvatar Mobile combined mesh shader
// For use on non-expressive face meshes and other components
// Texture array approach for rendering a combined mesh avatar
// Coupled with OvrAvatarMaterialManager to populate the texture arrays
//
// 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_CombinedMesh"
{
Properties
{
[NoScaleOffset] _MainTex("Main Texture Array", 2DArray) = "white" {}
[NoScaleOffset] _NormalMap("Normal Map Array", 2DArray) = "bump" {}
[NoScaleOffset] _RoughnessMap("Roughness Map Array", 2DArray) = "black" {}
_Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
_Alpha("Alpha", Range(0.0,1.0)) = 1.0
// Index into the texture array needs an offset for precision
_Slices("Texture Array Slices", int) = 4.97
_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 3.5
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile SECONDARY_LIGHT_OFF SECONDARY_LIGHT_ON
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
UNITY_DECLARE_TEX2DARRAY(_MainTex);
UNITY_DECLARE_TEX2DARRAY(_NormalMap);
float4 _NormalMap_ST;
UNITY_DECLARE_TEX2DARRAY(_RoughnessMap);
int _Slices;
half _Dimmer;
half _Alpha;
half4 _BaseColor[5];
half _DiffuseIntensity[5];
half _RimIntensity[5];
half _ReflectionIntensity[5];
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;
float2 texcoord: TEXCOORD0;
float4 vertexColor : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 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.xy = v.texcoord;
o.uv.z = v.vertexColor.x * _Slices;
return o;
}
fixed4 frag(v2f i) : COLOR
{
// Diffuse texture sample
float4 albedoColor = UNITY_SAMPLE_TEX2DARRAY(_MainTex, i.uv);
// Process normal map
float3 transformedNormalUV = i.uv;
transformedNormalUV.xy = float2(TRANSFORM_TEX(i.uv.xy, _NormalMap));
float3 normalMap = UNITY_SAMPLE_TEX2DARRAY(_NormalMap, transformedNormalUV) * 2.0 - 1.0;
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 = UNITY_SAMPLE_TEX2DARRAY(_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);
// Get index into texture array
int componentIndex = floor(i.uv.z + 0.5);
// Base color from array
float4 baseColor = _BaseColor[componentIndex];
// Diffuse intensity from array
half diffuseIntensity = _DiffuseIntensity[componentIndex];
// 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;
// Reflection from cubemap
albedoColor.rgb += reflectionColor * (roughnessTex.a * _ReflectionIntensity[componentIndex]) * 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(1.0 - VdotN, _RimIntensity[componentIndex]) * NdotL * _SecondaryLightColor;
#else
albedoColor.rgb += pow(1.0 - VdotN, _RimIntensity[componentIndex]) * NdotL;
#endif
// Global dimmer
albedoColor.rgb *= _Dimmer;
#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 *= _Alpha;
// Return clamped final color
return albedoColor;
}
ENDCG
}
}
}