108 lines
3.8 KiB
Plaintext
108 lines
3.8 KiB
Plaintext
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//
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// OvrAvatar PC single component shader
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//
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// This is a Unity Surface shader implementation for our 1.5 skin shaded avatar look.
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// The benefit of using this version is that it uses the full Unity PBR lighting under the hood.
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// The Mobile shader is strongly recommended for use on mobile platforms for performance.
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//
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// Notes:
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// - Use Mobile shader if you need mouth vertex movement.
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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) = (0.95,0.77,0.63)
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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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_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{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 100
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Blend SrcAlpha OneMinusSrcAlpha
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// Render the back facing parts of the object then set on backface culling.
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// This fixes broken faces with convex meshes when using the alpha path.
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Pass
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{
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Color(0,0,0,0)
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}
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CGPROGRAM
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#pragma surface surf Standard alpha:fade
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#pragma target 3.0
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#pragma fragmentoption ARB_precision_hint_fastest
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// Set this shader keyword if you are using Linear color space
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#pragma multi_compile COLORSPACE_LINEAR_OFF COLORSPACE_LINEAR_ON
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// (Optional) Set this shader keyword if your scene only has one light
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#pragma multi_compile SINGLE_LIGHT_OFF SINGLE_LIGHT_ON
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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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float4 _BaseColor;
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float _Dimmer;
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float _Alpha;
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float _DiffuseIntensity;
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float _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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// Unpack normal map
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o.Normal = tex2D(_NormalMap, IN.uv_NormalMap) * 2 - 1;
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// Diffuse texture sample
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float4 col = tex2D(_MainTex, IN.uv_MainTex);
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// Convert _BaseColor to gamma color space if we are in linear
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// Albedo texture is already in correct color space
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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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// Adjust color tint with NdotL
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float NdotL = saturate(dot(WorldNormalVector(IN, o.Normal), _WorldSpaceLightPos0.xyz));
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_BaseColor.rgb += _DiffuseIntensity * NdotL;
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// Multiply in color tint
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o.Albedo = col.rgb * _BaseColor;
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// Rim term
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float VdotN = saturate(dot(normalize(IN.viewDir), o.Normal));
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o.Albedo += pow(1.0 - VdotN, _RimIntensity) * NdotL * _LightColor0;
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// Sample roughness map and set smoothness and metallic
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float4 roughnessSample = tex2D(_RoughnessMap, IN.uv_RoughnessMap);
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o.Smoothness = roughnessSample.a;
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o.Metallic = roughnessSample.r;
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// Global dimmer
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o.Albedo *= _Dimmer;
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// Global alpha
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o.Alpha = col.a * _Alpha;
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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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}
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ENDCG
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}
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}
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