Assignment for RMIT Mixed Reality in 2020
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//
// OvrAvatar PC single component shader
// For use on non-expressive face meshes and other components
//
// Unity Surface Shader implementation
// Mobile vertex/fragment shader is recommended for use on mobile platforms for performance
//
// Uses transparent queue for fade effects
//
Shader "OvrAvatar/Avatar_PC_SingleComponent"
{
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)) = 1.0
_RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0
[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 _MetallicMultiplier;
half _RimIntensity;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float2 uv_RoughnessMap;
float3 viewDir;
float3 worldNormal; INTERNAL_DATA
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
// 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 - 1.0;
#endif
// Roughness contains metallic in r, smoothness in a
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);
#endif
// Set smoothness and metallic
o.Smoothness = roughnessTex.a * _SmoothnessMultiplier;
o.Metallic = roughnessTex.r * _MetallicMultiplier;
// Final base color including DiffuseIntensity and NdotL for lighting gradient
_BaseColor.rgb += _DiffuseIntensity * NdotL;
// Multiply texture with base color
o.Albedo = albedoColor.rgb * _BaseColor;
// Rim term
o.Albedo += pow(1.0 - 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);
// Global alpha
o.Alpha = albedoColor.a * _Alpha;
}
ENDCG
}
Fallback "Diffuse"
}