Assignment for RMIT Mixed Reality in 2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

200 lines
7.7 KiB

//
// 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"
}