//
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// OvrAvatar Mobile single component expressive face shader
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// For use on expressive face meshes
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//
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// Unity vertex-fragnment implementation
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// Simplified lighting model recommended for use on mobile supporting one directional light
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// Surface shader recommended on PC
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//
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// Uses transparent queue for fade effects
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//
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// Color and appearance of the facial regions controlled via G&B channels in roughness texture
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// Pupil size controlled by manipulating UV coordinates
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//
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// Shader keywords:
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// - SECONDARY_LIGHT_ON SECONDARY_LIGHT_OFF
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// Enable SECONDARY_LIGHT_ON for a second "light" comprised of _SecondaryLightDirection and
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// _SecondaryLightColor This will influence the rim effect providing additional contour to the
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// avatar
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//
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Shader "OvrAvatar/Avatar_Mobile_SingleComponentExpressive"
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{
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Properties
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{
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[NoScaleOffset] _MainTex("Main Texture", 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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_BaseColor("Color Tint", Color) = (1.0,1.0,1.0,1.0)
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_Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
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_Alpha("Alpha", Range(0.0,1.0)) = 1.0
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_DiffuseIntensity("Diffuse Intensity", Range(0.0,1.0)) = 0.3
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_ReflectionIntensity("Reflection Intensity", Range(0.0,1.0)) = 0.0
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_RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
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_PupilSize("Pupil Size", Range(-1, 2)) = 0
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_LipSmoothness("Lip Smoothness", Range(0, 1)) = 0
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_MaskColorIris("Iris Color", Color) = (0.0,0.0,0.0,1.0)
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_MaskColorLips("Lips Color", Color) = (0.0,0.0,0.0,1.0)
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_MaskColorBrows("Brows Color", Color) = (0.0,0.0,0.0,1.0)
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_MaskColorLashes("Lashes Color", Color) = (0.0,0.0,0.0,1.0)
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_MaskColorSclera("Sclera Color", Color) = (0.0,0.0,0.0,1.0)
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_MaskColorGums("Gums Color", Color) = (0.0,0.0,0.0,1.0)
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_MaskColorTeeth("Teeth Color", Color) = (0.0,0.0,0.0,1.0)
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[HideInInspector] _SrcBlend("", Float) = 1
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[HideInInspector] _DstBlend("", Float) = 0
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}
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SubShader
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{
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Tags { "LightMode" = "ForwardBase" "IgnoreProjector" = "True"}
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Pass
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{
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Blend [_SrcBlend] [_DstBlend]
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Cull Back
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile SECONDARY_LIGHT_OFF SECONDARY_LIGHT_ON
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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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sampler2D _MainTex;
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sampler2D _NormalMap;
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float4 _NormalMap_ST;
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sampler2D _RoughnessMap;
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half4 _BaseColor;
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half _Dimmer;
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half _Alpha;
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half _DiffuseIntensity;
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half _RimIntensity;
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half _ReflectionIntensity;
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half3 _SecondaryLightDirection;
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half4 _SecondaryLightColor;
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half _PupilSize;
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half _LipSmoothness;
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fixed4 _MaskColorIris;
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fixed4 _MaskColorSclera;
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fixed4 _MaskColorBrows;
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fixed4 _MaskColorLashes;
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fixed4 _MaskColorLashesEnd;
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fixed4 _MaskColorLips;
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fixed4 _MaskColorGums;
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fixed4 _MaskColorTeeth;
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static const int ONE = 1;
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static const fixed ALPHA_CLIP_THRESHOLD = 0.7;
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static const int IRIS_BRIGHTNESS_MODIFIER = 2;
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static const fixed SCLERA_BRIGHTNESS_MODIFIER = 1.2;
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static const fixed LIP_SMOOTHNESS_MULTIPLIER = 0.5;
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static const fixed LIP_SMOOTHNESS_MIN_NDOTL = 0.3;
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static const fixed BROWS_LASHES_DIFFUSEINTENSITY = ONE - 0.25;
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static const int COLOR_MULTIPLIER = 255;
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static const half2 PUPIL_CENTER_UV = half2(0.127, 0.1175);
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static const half DILATION_ENVELOPE = 0.024;
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static const half2 EYE_REGION_UV = PUPIL_CENTER_UV + DILATION_ENVELOPE;
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static const int MASK_SLICE_SIZE = 17;
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static const half MASK_SLICE_THRESHOLD = MASK_SLICE_SIZE * 0.5f;
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static const int MASK_INDEX_IRIS = 255;
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static const int MASK_INDEX_SCLERA = 238;
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static const int MASK_INDEX_LASHES = 221;
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static const int MASK_INDEX_LIPS = 204;
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static const int MASK_INDEX_GUMS = 187;
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static const int MASK_INDEX_TEETH = 170;
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static const int MASK_INDEX_BROWS = 153;
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struct appdata
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{
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float4 vertex: POSITION;
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float3 normal: NORMAL;
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float4 tangent: TANGENT;
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float4 uv: TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 posWorld: TEXCOORD1;
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float3 normalDir: TEXCOORD2;
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float3 tangentDir: TEXCOORD3;
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float3 bitangentDir: TEXCOORD4;
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};
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v2f vert(appdata v)
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{
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v2f o;
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// Calculate tangents for normal mapping
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o.normalDir = normalize(UnityObjectToWorldNormal(v.normal));
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o.tangentDir = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz);
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : COLOR
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{
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// Pupil size offsets uv coords
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if (all(i.uv < EYE_REGION_UV))
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{
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i.uv -= PUPIL_CENTER_UV;
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half pupil = saturate(length(i.uv) / DILATION_ENVELOPE);
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i.uv *= lerp(1.0, pupil, _PupilSize);
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i.uv += PUPIL_CENTER_UV;
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}
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// Diffuse texture sample
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half4 albedoColor = tex2D(_MainTex, i.uv);
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// Process normal map
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#if (UNITY_VERSION >= 20171)
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float3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv));
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#else
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float3 normalMap = tex2D(_NormalMap, i.uv) * 2.0 - ONE;
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#endif
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float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
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float3 normalDirection = normalize(mul(normalMap.rgb, tangentTransform));
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// Roughness contains metallic in r, smoothness in a, mask region in b and mask control in g
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half4 roughnessTex = tex2D(_RoughnessMap, i.uv);
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// Normal/Light/View calculations
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half3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
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half VdotN = saturate(dot(viewDirection, normalDirection));
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half NdotL = saturate(dot(normalDirection, normalize(_WorldSpaceLightPos0.xyz)));
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// Sample the default reflection cubemap using the reflection vector
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float3 worldReflection = reflect(-viewDirection, normalDirection);
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half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldReflection);
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// Decode cubemap data into actual color
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half3 reflectionColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
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// Color space conversions if we are in linear
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#ifndef UNITY_COLORSPACE_GAMMA
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_BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb);
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_MaskColorIris.rgb = LinearToGammaSpace(_MaskColorIris);
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_MaskColorLips.rgb = LinearToGammaSpace(_MaskColorLips.rgb);
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_MaskColorBrows.rgb = LinearToGammaSpace(_MaskColorBrows.rgb);
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_MaskColorLashes.rgb = LinearToGammaSpace(_MaskColorLashes.rgb);
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_MaskColorLashesEnd.rgb = LinearToGammaSpace(_MaskColorLashesEnd.rgb);
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_MaskColorSclera.rgb = LinearToGammaSpace(_MaskColorSclera.rgb);
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_MaskColorGums.rgb = LinearToGammaSpace(_MaskColorGums.rgb);
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_MaskColorTeeth.rgb = LinearToGammaSpace(_MaskColorTeeth.rgb);
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#endif
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// Calculate color masks
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half irisScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_IRIS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
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half lipsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_LIPS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
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half browsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_BROWS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
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half lashesScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_LASHES) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
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half scleraScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_SCLERA) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;
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half teethScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_TEETH) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
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half gumsScalar = abs(roughnessTex.b * COLOR_MULTIPLIER - MASK_INDEX_GUMS) <= MASK_SLICE_THRESHOLD ? roughnessTex.g : 0.0f;;
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half3 maskIris = irisScalar * (_MaskColorIris * IRIS_BRIGHTNESS_MODIFIER - _BaseColor.rgb);
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half3 maskBrows = browsScalar * (_MaskColorBrows - _BaseColor.rgb);
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half3 maskLashes = lashesScalar * (_MaskColorLashes - _BaseColor.rgb);
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half3 maskSclera = scleraScalar * (_MaskColorSclera * SCLERA_BRIGHTNESS_MODIFIER - _BaseColor.rgb);
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half3 maskTeeth = teethScalar * (_MaskColorTeeth - _BaseColor.rgb);
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half3 maskGums = gumsScalar * (_MaskColorGums - _BaseColor.rgb);
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// Lip tint excluded from color mask as it lerps with texture color
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half3 colorMask = maskIris + maskBrows + maskLashes + maskSclera + maskTeeth + maskGums;
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// Lerp diffuseIntensity with roughness map
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_DiffuseIntensity = lerp(_DiffuseIntensity, ONE, roughnessTex.a);
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// Brows and lashes modify DiffuseIntensity
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_DiffuseIntensity *= ONE - (saturate(browsScalar + lashesScalar) * BROWS_LASHES_DIFFUSEINTENSITY);
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// Add in diffuseIntensity and main lighting to base color
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_BaseColor.rgb += _DiffuseIntensity * NdotL * _LightColor0;
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// Add in color mask to base color
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_BaseColor.rgb += colorMask;
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// Multiply texture with base color with special case for lips
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albedoColor.rgb = lerp(albedoColor.rgb * _BaseColor.rgb, _MaskColorLips.rgb, lipsScalar * _MaskColorLips.a);
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// Smoothness multiplier on lip region
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albedoColor.rgb += lipsScalar * reflectionColor * (_LipSmoothness * LIP_SMOOTHNESS_MULTIPLIER) *
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lerp(LIP_SMOOTHNESS_MIN_NDOTL, ONE, NdotL);
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// Reflection from cubemap
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albedoColor.rgb += reflectionColor * (roughnessTex.a * _ReflectionIntensity) * NdotL;
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// Rim term
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#ifdef SECONDARY_LIGHT_ON
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// Secondary light proxy (direction and color) passed into the rim term
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NdotL = saturate(dot(normalDirection, _SecondaryLightDirection));
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albedoColor.rgb += pow(ONE - VdotN, _RimIntensity) * NdotL * _SecondaryLightColor;
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#else
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albedoColor.rgb += pow(ONE - VdotN, _RimIntensity) * NdotL;
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#endif
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// Global dimmer
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albedoColor.rgb *= _Dimmer;
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// Convert back to linear color space if we are in linear
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#if !defined(UNITY_COLORSPACE_GAMMA)
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albedoColor.rgb = GammaToLinearSpace(albedoColor.rgb);
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#endif
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albedoColor.rgb = saturate(albedoColor.rgb);
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// Set alpha, with special case for lashes
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albedoColor.a = saturate(albedoColor.a * lerp(ONE, _Alpha, ONE - lashesScalar) * _Alpha);
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// Clip fragments in the lash region for clean lash transparency
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clip(albedoColor.a - lerp(0.0, ALPHA_CLIP_THRESHOLD, lashesScalar));
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// Return clamped final color
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return albedoColor;
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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}
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