//
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// OvrAvatar Simple Avatar Shader
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// Uses the Avatar Material Model on the Standard Surface Shader
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//
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Shader "OvrAvatar/AvatarPBRV2Simple"
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{
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Properties
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{
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[NoScaleOffset] _MainTex("Color (RGB)", 2D) = "white" {}
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[NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
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[NoScaleOffset] _RoughnessMap("Roughness Map", 2D) = "black" {}
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}
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SubShader
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{
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Blend One Zero
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Cull Back
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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#pragma target 3.0
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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sampler2D _NormalMap;
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sampler2D _RoughnessMap;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_NormalMap;
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float2 uv_RoughnessMap;
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float3 viewDir;
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float3 worldNormal; INTERNAL_DATA
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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#if (UNITY_VERSION >= 20171)
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o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
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#else
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o.Normal = tex2D(_NormalMap, IN.uv_MainTex) * 2.0 - 1.0;
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#endif
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half4 roughnessTex = tex2D(_RoughnessMap, IN.uv_MainTex);
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o.Albedo = tex2D(_MainTex, IN.uv_MainTex);
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o.Smoothness = roughnessTex.a;
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o.Metallic = roughnessTex.r;
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#if !defined(UNITY_COLORSPACE_GAMMA)
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o.Albedo = GammaToLinearSpace(o.Albedo);
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#endif
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o.Albedo = saturate(o.Albedo);
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o.Alpha = 1.0;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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