//
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// OvrAvatar PC single component shader
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// For use on non-expressive face meshes and other components
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//
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// Unity Surface Shader implementation
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// Mobile vertex/fragment shader is recommended for use on mobile platforms for performance
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//
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// Uses transparent queue for fade effects
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//
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Shader "OvrAvatar/Avatar_PC_SingleComponent"
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{
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Properties
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{
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[NoScaleOffset] _MainTex("Color (RGB)", 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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_SmoothnessMultiplier("Smoothness Multiplier", Range(0.0,1.0)) = 1.0
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_MetallicMultiplier("Metallic Multiplier", Range(0.0,1.0)) = 1.0
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_RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
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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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Blend [_SrcBlend] [_DstBlend]
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Cull Back
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CGPROGRAM
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#pragma surface surf Standard keepalpha fullforwardshadows
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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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sampler2D _MainTex;
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sampler2D _NormalMap;
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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 _SmoothnessMultiplier;
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half _MetallicMultiplier;
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half _RimIntensity;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_NormalMap;
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float2 uv_RoughnessMap;
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float3 viewDir;
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float3 worldNormal; INTERNAL_DATA
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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// Diffuse texture sample
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half4 albedoColor = tex2D(_MainTex, IN.uv_MainTex);
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// Unpack normal map
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#if (UNITY_VERSION >= 20171)
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o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
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#else
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o.Normal = tex2D(_NormalMap, IN.uv_MainTex) * 2.0 - 1.0;
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#endif
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// Roughness contains metallic in r, smoothness in a
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half4 roughnessTex = tex2D(_RoughnessMap, IN.uv_MainTex);
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// Normal/Light/View calculations
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half NdotL = saturate(dot(WorldNormalVector(IN, o.Normal), _WorldSpaceLightPos0.xyz));
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half VdotN = saturate(dot(normalize(IN.viewDir), o.Normal));
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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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#endif
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// Set smoothness and metallic
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o.Smoothness = roughnessTex.a * _SmoothnessMultiplier;
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o.Metallic = roughnessTex.r * _MetallicMultiplier;
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// Final base color including DiffuseIntensity and NdotL for lighting gradient
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_BaseColor.rgb += _DiffuseIntensity * NdotL;
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// Multiply texture with base color
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o.Albedo = albedoColor.rgb * _BaseColor;
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// Rim term
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o.Albedo += pow(1.0 - VdotN, _RimIntensity) * NdotL;
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// Global dimmer
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o.Albedo *= _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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o.Albedo = GammaToLinearSpace(o.Albedo);
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#endif
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o.Albedo = saturate(o.Albedo);
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// Global alpha
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o.Alpha = albedoColor.a * _Alpha;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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