Assignment for RMIT Mixed Reality in 2020
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//
// OvrAvatar PC single component expressive face shader
// For use on expressive face meshes
//
// Unity Surface Shader implementation
// Mobile vertex/fragment shader is recommended for use on mobile platforms for performance.
//
// 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 "OvrAvatar/Avatar_PC_SingleComponentExpressive"
{
Properties
{
[NoScaleOffset] _MainTex("Color (RGB)", 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
_SmoothnessMultiplier("Smoothness Multiplier", Range(0.0,1.0)) = 1.0
_MetallicMultiplier("Metallic Multiplier", Range(0.0,1.0)) = 0.3
_RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
_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
{
Blend [_SrcBlend] [_DstBlend]
Cull Back
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows
#pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _NormalMap;
sampler2D _RoughnessMap;
half4 _BaseColor;
half _Dimmer;
half _Alpha;
half _DiffuseIntensity;
half _SmoothnessMultiplier;
half _SmoothnessMultiplierLips;
half _MetallicMultiplier;
half _RimIntensity;
half _PupilSize;
half _LipSmoothness;
fixed4 _MaskColorIris;
fixed4 _MaskColorLips;
fixed4 _MaskColorBrows;
fixed4 _MaskColorLashes;
fixed4 _MaskColorLashesEnd;
fixed4 _MaskColorSclera;
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 Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float2 uv_RoughnessMap;
float3 viewDir;
float3 worldNormal; INTERNAL_DATA
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Pupil size offsets uv coords
if (all(IN.uv_MainTex < EYE_REGION_UV))
{
IN.uv_MainTex -= PUPIL_CENTER_UV;
half pupil = saturate(length(IN.uv_MainTex) / DILATION_ENVELOPE);
IN.uv_MainTex *= lerp(ONE, pupil, _PupilSize);
IN.uv_MainTex += PUPIL_CENTER_UV;
}
// Diffuse texture sample
half4 albedoColor = tex2D(_MainTex, IN.uv_MainTex);
// Unpack normal map
#if (UNITY_VERSION >= 20171)
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
#else
o.Normal = tex2D(_NormalMap, IN.uv_MainTex) * 2.0 - ONE;
#endif
// Roughness contains metallic in r, smoothness in a, mask region in b and mask control in g
half4 roughnessTex = tex2D(_RoughnessMap, IN.uv_MainTex);
// Normal/Light/View calculations
half NdotL = saturate(dot(WorldNormalVector(IN, o.Normal), _WorldSpaceLightPos0.xyz));
half VdotN = saturate(dot(normalize(IN.viewDir), o.Normal));
// Color space conversions if we are in linear
#ifndef UNITY_COLORSPACE_GAMMA
_BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb);
_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
// Mask regions and colors
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.rgb * IRIS_BRIGHTNESS_MODIFIER - _BaseColor.rgb);
half3 maskBrows = browsScalar * (_MaskColorBrows.rgb - _BaseColor.rgb);
half3 maskLashes = lashesScalar * (_MaskColorLashes.rgb - _BaseColor.rgb);
half3 maskSclera = scleraScalar * (_MaskColorSclera.rgb * SCLERA_BRIGHTNESS_MODIFIER - _BaseColor.rgb);
half3 maskTeeth = teethScalar * (_MaskColorTeeth.rgb - _BaseColor.rgb);
half3 maskGums = gumsScalar * (_MaskColorGums.rgb - _BaseColor.rgb);
// Lip tint excluded from color mask as it lerps with texture color
half3 colorMask = maskIris + maskBrows + maskLashes + maskSclera + maskTeeth + maskGums;
// Set smoothness
o.Smoothness = roughnessTex.a * _SmoothnessMultiplier;
// Force no smoothness on gums & teeth
o.Smoothness *= ONE - saturate(teethScalar + gumsScalar);
// Use global smoothness or lip smoothness modifier
o.Smoothness += (_LipSmoothness * LIP_SMOOTHNESS_MULTIPLIER) * lipsScalar;
// Set metallic with global modifier
o.Metallic = roughnessTex.r * _MetallicMultiplier;
// Brows and lashes modify DiffuseIntensity
_DiffuseIntensity *= ONE - (saturate(browsScalar + lashesScalar) * BROWS_LASHES_DIFFUSEINTENSITY);
// Modify base color with DiffuseIntensity * NdotL for lighting gradient
_BaseColor.rgb += _DiffuseIntensity * NdotL;
// Add in color mask
_BaseColor.rgb += colorMask;
// Multiply texture with base color with special case for lips
o.Albedo.rgb = lerp(albedoColor.rgb * _BaseColor.rgb, _MaskColorLips.rgb, lipsScalar * _MaskColorLips.a);
// Rim term
o.Albedo += pow(ONE - VdotN, _RimIntensity) * NdotL;
// Global dimmer
o.Albedo *= _Dimmer;
// Convert back to linear color space if we are in linear
#if !defined(UNITY_COLORSPACE_GAMMA)
o.Albedo = GammaToLinearSpace(o.Albedo);
#endif
o.Albedo = saturate(o.Albedo);
// Set alpha, with special case for lashes
o.Alpha = saturate(albedoColor.a * lerp(ONE, _Alpha, ONE - lashesScalar) * _Alpha);
// Clip fragments in the lash region for clean lash transparency
clip(o.Alpha - lerp(0.0, ALPHA_CLIP_THRESHOLD, lashesScalar));
}
ENDCG
}
Fallback "Diffuse"
}