Assignment for RMIT Mixed Reality in 2020
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//
// OvrAvatar Mobile Single Component Loading shader
//
// Cut-down single component version of the avatar shader to be used during combined mesh loading
//
// See OvrAvatarMaterialManager implementation notes
//
Shader "OvrAvatar/Avatar_Mobile_Loader"
{
Properties
{
[NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
_BaseColor("Color Tint", Color) = (1.0,1.0,1.0,1.0)
_Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
_LoadingDimmer("Loading 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
_RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
}
SubShader
{
Tags { "LightMode" = "ForwardBase" "IgnoreProjector" = "True"}
Pass
{
Blend One Zero
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _BaseColor;
float _Dimmer;
float _LoadingDimmer;
float _Alpha;
float _DiffuseIntensity;
float _RimIntensity;
static const fixed MOUTH_ZSCALE = 0.5f;
static const fixed MOUTH_DROPOFF = 0.01f;
struct appdata
{
float4 vertex: POSITION;
float3 normal: NORMAL;
float4 tangent: TANGENT;
float4 uv: TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 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 = v.uv;
return o;
}
fixed4 frag(v2f i) : COLOR
{
// Process normal map
#if (UNITY_VERSION >= 20171)
float3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv));
#else
float3 normalMap = tex2D(_NormalMap, i.uv) * 2.0 - 1.0;
#endif
float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);
float3 normalDirection = normalize(mul(normalMap.rgb, tangentTransform));
// Normal/Light/View calculations
half3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
half VdotN = saturate(dot(viewDirection, normalDirection));
half NdotL = saturate(dot(normalDirection, _WorldSpaceLightPos0.xyz));
// Calculate color
float4 albedoColor;
#if !defined(UNITY_COLORSPACE_GAMMA)
_BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb);
#endif
// Final base color including DiffuseIntensity and NdotL for lighting gradient
_BaseColor.rgb += _DiffuseIntensity * NdotL * _LightColor0;
// No diffuse texture in the loader shader
albedoColor = _BaseColor;
// Rim term
albedoColor.rgb += pow(1.0 - VdotN, _RimIntensity) * NdotL;
// Global dimmer
albedoColor.rgb *= lerp(_Dimmer, _LoadingDimmer, step(_LoadingDimmer, _Dimmer));
// Convert back to linear color space if we are in linear
#if !defined(UNITY_COLORSPACE_GAMMA)
albedoColor.rgb = GammaToLinearSpace(albedoColor.rgb);
#endif
albedoColor.rgb = saturate(albedoColor.rgb);
// Set alpha
albedoColor.a *= _Alpha;
// Return clamped final color
return albedoColor;
}
ENDCG
}
}
}