Assignment for RMIT Mixed Reality in 2020
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//
// OvrAvatar Mobile combined mesh expressive shader
// For use on expressive face meshes
// Texture array approach for rendering a combined mesh avatar with blend shape expression
// 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
//
// Color and appearance of the facial regions controlled via G&B channels in roughness texture
// Pupil size controlled by manipulating UV coordinates
//
// 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_CombinedMeshExpressive"
{
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
_PupilSize("Pupil Size", Range(-1, 2)) = 0
_LipSmoothness("Lip Smoothness", Range(0, 1)) = 0
_MaskColorIris("Iris Color", Color) = (0.0,0.0,0.0,1.0)
_MaskColorLips("Lips Color", Color) = (0.0,0.0,0.0,1.0)
_MaskColorBrows("Brows Color", Color) = (0.0,0.0,0.0,1.0)
_MaskColorLashes("Lashes Color", Color) = (0.0,0.0,0.0,1.0)
_MaskColorSclera("Sclera Color", Color) = (0.0,0.0,0.0,1.0)
_MaskColorGums("Gums Color", Color) = (0.0,0.0,0.0,1.0)
_MaskColorTeeth("Teeth Color", Color) = (0.0,0.0,0.0,1.0)
[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 _PupilSize;
half _LipSmoothness;
fixed4 _MaskColorIris;
fixed4 _MaskColorSclera;
fixed4 _MaskColorBrows;
fixed4 _MaskColorLashes;
fixed4 _MaskColorLashesEnd;
fixed4 _MaskColorLips;
fixed4 _MaskColorGums;
fixed4 _MaskColorTeeth;
static const int ONE = 1;
static const fixed ALPHA_CLIP_THRESHOLD = 0.7;
static const int IRIS_BRIGHTNESS_MODIFIER = 2;
static const fixed SCLERA_BRIGHTNESS_MODIFIER = 1.2;
static const fixed LIP_SMOOTHNESS_MULTIPLIER = 0.5;
static const fixed LIP_SMOOTHNESS_MIN_NDOTL = 0.3;
static const fixed BROWS_LASHES_DIFFUSEINTENSITY = ONE - 0.25;
static const int COLOR_MULTIPLIER = 255;
static const half2 PUPIL_CENTER_UV = half2(0.127, 0.1175);
static const half DILATION_ENVELOPE = 0.024;
static const half2 EYE_REGION_UV = PUPIL_CENTER_UV + DILATION_ENVELOPE;
static const int MASK_SLICE_SIZE = 17;
static const half MASK_SLICE_THRESHOLD = MASK_SLICE_SIZE * 0.5f;
static const int MASK_INDEX_IRIS = 255;
static const int MASK_INDEX_SCLERA = 238;
static const int MASK_INDEX_LASHES = 221;
static const int MASK_INDEX_LIPS = 204;
static const int MASK_INDEX_GUMS = 187;
static const int MASK_INDEX_TEETH = 170;
static const int MASK_INDEX_BROWS = 153;
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;
// 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.xy = v.texcoord;
o.uv.z = v.vertexColor.x * _Slices;
return o;
}
fixed4 frag(v2f i) : COLOR
{
// Pupil size offsets uv coords
if (all(i.uv.xy < EYE_REGION_UV))
{
i.uv.xy -= PUPIL_CENTER_UV;
half pupil = saturate(length(i.uv.xy) / DILATION_ENVELOPE);
i.uv.xy *= lerp(1.0, pupil, _PupilSize);
i.uv.xy += PUPIL_CENTER_UV;
}
// 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 - ONE;
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, normalize(_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];
// Color space conversions if we are in linear
#ifndef UNITY_COLORSPACE_GAMMA
_MaskColorIris.rgb = LinearToGammaSpace(_MaskColorIris.rgb);
_MaskColorLips.rgb = LinearToGammaSpace(_MaskColorLips.rgb);
_MaskColorBrows.rgb = LinearToGammaSpace(_MaskColorBrows.rgb);
_MaskColorLashes.rgb = LinearToGammaSpace(_MaskColorLashes.rgb);
_MaskColorLashesEnd.rgb = LinearToGammaSpace(_MaskColorLashesEnd.rgb);
_MaskColorSclera.rgb = LinearToGammaSpace(_MaskColorSclera.rgb);
_MaskColorGums.rgb = LinearToGammaSpace(_MaskColorGums.rgb);
_MaskColorTeeth.rgb = LinearToGammaSpace(_MaskColorTeeth.rgb);
#endif
// Calculate color masks
half irisScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_IRIS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
half lipsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_LIPS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
half browsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_BROWS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
half lashesScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_LASHES) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
half scleraScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_SCLERA) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
half teethScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_TEETH) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
half gumsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_GUMS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
half3 maskIris = irisScalar * (_MaskColorIris * IRIS_BRIGHTNESS_MODIFIER - baseColor.rgb);
half3 maskBrows = browsScalar * (_MaskColorBrows - baseColor.rgb);
half3 maskLashes = lashesScalar * (_MaskColorLashes - baseColor.rgb);
half3 maskSclera = scleraScalar * (_MaskColorSclera * SCLERA_BRIGHTNESS_MODIFIER - baseColor.rgb);
half3 maskTeeth = teethScalar * (_MaskColorTeeth - baseColor.rgb);
half3 maskGums = gumsScalar * (_MaskColorGums - baseColor.rgb);
// Lip tint excluded from color mask as it lerps with texture color
half3 colorMask = maskIris + maskBrows + maskLashes + maskSclera + maskTeeth + maskGums;
// Diffuse intensity from array
half diffuseIntensity = _DiffuseIntensity[componentIndex];
// Lerp diffuseIntensity with roughness map
diffuseIntensity = lerp(diffuseIntensity, ONE, roughnessTex.a);
// Brows and lashes modify DiffuseIntensity
diffuseIntensity *= ONE - (saturate(browsScalar + lashesScalar) * BROWS_LASHES_DIFFUSEINTENSITY);
// Add in diffuseIntensity and main lighting to base color
baseColor.rgb += diffuseIntensity * NdotL * _LightColor0;
// Add in color mask to base color if this is the head component (index == 0)
baseColor.rgb += clamp(ONE - componentIndex, 0, ONE) * colorMask;
// Multiply texture with base color with special case for lips
albedoColor.rgb = lerp(albedoColor.rgb * baseColor.rgb, _MaskColorLips.rgb, lipsScalar * _MaskColorLips.a);
// Smoothness multiplier on lip region
albedoColor.rgb += lipsScalar * reflectionColor * (_LipSmoothness * LIP_SMOOTHNESS_MULTIPLIER) *
lerp(LIP_SMOOTHNESS_MIN_NDOTL, ONE, NdotL);
// 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(ONE - VdotN, _RimIntensity[componentIndex]) * NdotL * _SecondaryLightColor;
#else
albedoColor.rgb += pow(ONE - 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 = saturate(albedoColor.a * lerp(ONE, _Alpha, ONE - lashesScalar) * _Alpha);
// Clip fragments in the lash region for clean lash transparency
clip(albedoColor.a - lerp(0.0, ALPHA_CLIP_THRESHOLD, lashesScalar));
// Return clamped final color
return albedoColor;
}
ENDCG
}
}
}