//
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// OvrAvatar Mobile Single Component Loading shader
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//
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// Cut-down single component version of the avatar shader to be used during combined mesh loading
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//
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// See OvrAvatarMaterialManager implementation notes
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//
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Shader "OvrAvatar/Avatar_Mobile_Loader"
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{
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Properties
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{
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[NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
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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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_LoadingDimmer("Loading 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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_RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
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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 One Zero
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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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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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sampler2D _NormalMap;
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float4 _NormalMap_ST;
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float4 _BaseColor;
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float _Dimmer;
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float _LoadingDimmer;
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float _Alpha;
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float _DiffuseIntensity;
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float _RimIntensity;
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static const fixed MOUTH_ZSCALE = 0.5f;
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static const fixed MOUTH_DROPOFF = 0.01f;
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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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// 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 - 1.0;
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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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// 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, _WorldSpaceLightPos0.xyz));
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// Calculate color
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float4 albedoColor;
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#if !defined(UNITY_COLORSPACE_GAMMA)
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_BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb);
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#endif
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// Final base color including DiffuseIntensity and NdotL for lighting gradient
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_BaseColor.rgb += _DiffuseIntensity * NdotL * _LightColor0;
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// No diffuse texture in the loader shader
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albedoColor = _BaseColor;
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// Rim term
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albedoColor.rgb += pow(1.0 - VdotN, _RimIntensity) * NdotL;
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// Global dimmer
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albedoColor.rgb *= lerp(_Dimmer, _LoadingDimmer, step(_LoadingDimmer, _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
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albedoColor.a *= _Alpha;
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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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}
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