Working experiment hooray

This commit is contained in:
Chris Midkiff
2018-10-14 23:33:23 -04:00
parent 1097262dae
commit 750a314687
701 changed files with 92677 additions and 2218 deletions

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folderAsset: yes
timeCreated: 1466717994
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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#ifndef AVATAR_UTIL_CG_INCLUDED
#define AVATAR_UTIL_CG_INCLUDED
#include "UnityCG.cginc"
#define SAMPLE_MODE_COLOR 0
#define SAMPLE_MODE_TEXTURE 1
#define SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL 2
#define SAMPLE_MODE_PARALLAX 3
#define SAMPLE_MODE_RSRM 4
#define MASK_TYPE_NONE 0
#define MASK_TYPE_POSITIONAL 1
#define MASK_TYPE_REFLECTION 2
#define MASK_TYPE_FRESNEL 3
#define MASK_TYPE_PULSE 4
#define BLEND_MODE_ADD 0
#define BLEND_MODE_MULTIPLY 1
#ifdef LAYERS_1
#define LAYER_COUNT 1
#elif LAYERS_2
#define LAYER_COUNT 2
#elif LAYERS_3
#define LAYER_COUNT 3
#elif LAYERS_4
#define LAYER_COUNT 4
#elif LAYERS_5
#define LAYER_COUNT 5
#elif LAYERS_6
#define LAYER_COUNT 6
#elif LAYERS_7
#define LAYER_COUNT 7
#elif LAYERS_8
#define LAYER_COUNT 8
#endif
#define DECLARE_LAYER_UNIFORMS(index) \
int _LayerSampleMode##index; \
int _LayerBlendMode##index; \
int _LayerMaskType##index; \
fixed4 _LayerColor##index; \
sampler2D _LayerSurface##index; \
float4 _LayerSurface##index##_ST; \
float4 _LayerSampleParameters##index; \
float4 _LayerMaskParameters##index; \
float4 _LayerMaskAxis##index;
DECLARE_LAYER_UNIFORMS(0)
DECLARE_LAYER_UNIFORMS(1)
DECLARE_LAYER_UNIFORMS(2)
DECLARE_LAYER_UNIFORMS(3)
DECLARE_LAYER_UNIFORMS(4)
DECLARE_LAYER_UNIFORMS(5)
DECLARE_LAYER_UNIFORMS(6)
DECLARE_LAYER_UNIFORMS(7)
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
float4 vertColor : COLOR;
#if NORMAL_MAP_ON || PARALLAX_ON
float3 worldTangent : TANGENT;
float3 worldBitangent : TEXCOORD5;
#endif
};
float _Alpha;
int _BaseMaskType;
float4 _BaseMaskParameters;
float4 _BaseMaskAxis;
fixed4 _DarkMultiplier;
fixed4 _BaseColor;
sampler2D _AlphaMask;
float4 _AlphaMask_ST;
sampler2D _AlphaMask2;
float4 _AlphaMask2_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
sampler2D _ParallaxMap;
float4 _ParallaxMap_ST;
sampler2D _RoughnessMap;
float4 _RoughnessMap_ST;
float4x4 _ProjectorWorldToLocal;
VertexOutput vert(appdata_full v)
{
VertexOutput o;
UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
o.texcoord = v.texcoord.xy;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.vertColor = v.color;
o.viewDir = normalize(_WorldSpaceCameraPos.xyz - o.worldPos);
o.worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0.0)).xyz);
#if NORMAL_MAP_ON || PARALLAX_ON
o.worldTangent = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);
o.worldBitangent = normalize(cross(o.worldNormal, o.worldTangent) * v.tangent.w);
#endif
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
#ifndef NORMAL_MAP_ON
#define COMPUTE_NORMAL IN.worldNormal
#else
#define COMPUTE_NORMAL normalize(mul(lerp(float3(0, 0, 1), surfaceNormal, normalMapStrength), tangentTransform))
#endif
float3 ComputeColor(
VertexOutput IN,
float2 uv,
#if PARALLAX_ON || NORMAL_MAP_ON
float3x3 tangentTransform,
#endif
#ifdef NORMAL_MAP_ON
float3 surfaceNormal,
#endif
sampler2D surface,
float4 surface_ST,
fixed4 color,
int sampleMode,
float4 sampleParameters
) {
if (sampleMode == SAMPLE_MODE_TEXTURE) {
float2 panning = _Time.g * sampleParameters.xy;
return tex2D(surface, (uv + panning) * surface_ST.xy + surface_ST.zw).rgb * color.rgb;
}
else if (sampleMode == SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL) {
float4 channelMask = sampleParameters;
float4 channels = tex2D(surface, uv * surface_ST.xy + surface_ST.zw);
return dot(channels, channelMask) * color.rgb;
}
#ifdef PARALLAX_ON
else if (sampleMode == SAMPLE_MODE_PARALLAX) {
float parallaxMinHeight = sampleParameters.x;
float parallaxMaxHeight = sampleParameters.y;
float parallaxValue = tex2D(_ParallaxMap, TRANSFORM_TEX(uv, _ParallaxMap)).r;
float scaledHeight = lerp(parallaxMinHeight, parallaxMaxHeight, parallaxValue);
float2 parallaxUV = mul(tangentTransform, IN.viewDir).xy * scaledHeight;
return tex2D(surface, (uv * surface_ST.xy + surface_ST.zw) + parallaxUV).rgb * color.rgb;
}
#endif
else if (sampleMode == SAMPLE_MODE_RSRM) {
float roughnessMin = sampleParameters.x;
float roughnessMax = sampleParameters.y;
#ifdef ROUGHNESS_ON
float roughnessValue = tex2D(_RoughnessMap, TRANSFORM_TEX(uv, _RoughnessMap)).r;
float scaledRoughness = lerp(roughnessMin, roughnessMax, roughnessValue);
#else
float scaledRoughness = roughnessMin;
#endif
#ifdef NORMAL_MAP_ON
float normalMapStrength = sampleParameters.z;
#endif
float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
float viewAngle = viewReflect.y * 0.5 + 0.5;
return tex2D(surface, float2(scaledRoughness, viewAngle)).rgb * color.rgb;
}
return color.rgb;
}
float ComputeMask(
VertexOutput IN,
#ifdef NORMAL_MAP_ON
float3x3 tangentTransform,
float3 surfaceNormal,
#endif
int maskType,
float4 layerParameters,
float3 maskAxis
) {
if (maskType == MASK_TYPE_POSITIONAL) {
float centerDistance = layerParameters.x;
float fadeAbove = layerParameters.y;
float fadeBelow = layerParameters.z;
float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
float d = dot(objPos, maskAxis);
if (d > centerDistance) {
return saturate(1.0 - (d - centerDistance) / fadeAbove);
}
else {
return saturate(1.0 - (centerDistance - d) / fadeBelow);
}
}
else if (maskType == MASK_TYPE_REFLECTION) {
float fadeStart = layerParameters.x;
float fadeEnd = layerParameters.y;
#ifdef NORMAL_MAP_ON
float normalMapStrength = layerParameters.z;
#endif
float power = layerParameters.w;
float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
float d = max(0.0, dot(viewReflect, maskAxis));
return saturate(1.0 - (d - fadeStart) / (fadeEnd - fadeStart));
}
else if (maskType == MASK_TYPE_FRESNEL) {
float power = layerParameters.x;
float fadeStart = layerParameters.y;
float fadeEnd = layerParameters.z;
#ifdef NORMAL_MAP_ON
float normalMapStrength = layerParameters.w;
#endif
float d = saturate(1.0 - max(0.0, dot(IN.viewDir, COMPUTE_NORMAL)));
float p = pow(d, power);
return saturate(lerp(fadeStart, fadeEnd, p));
}
else if (maskType == MASK_TYPE_PULSE) {
float distance = layerParameters.x;
float speed = layerParameters.y;
float power = layerParameters.z;
float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
float d = dot(objPos, maskAxis);
float theta = 6.2831 * frac((d - _Time.g * speed) / distance);
return saturate(pow((sin(theta) * 0.5 + 0.5), power));
}
else {
return 1.0;
}
}
float3 ComputeBlend(float3 source, float3 blend, float mask, int blendMode) {
if (blendMode == BLEND_MODE_MULTIPLY) {
return source * (blend * mask);
}
else {
return source + (blend * mask);
}
}
float4 ComputeSurface(VertexOutput IN)
{
#if PROJECTOR_ON
float3 projectorPos = mul(_ProjectorWorldToLocal, float4(IN.worldPos, 1.0)).xyz;
if (abs(projectorPos.x) > 1.0 || abs(projectorPos.y) > 1.0 || abs(projectorPos.z) > 1.0)
{
discard;
}
float2 uv = projectorPos.xy * 0.5 + 0.5;
#else
float2 uv = IN.texcoord.xy;
#endif
fixed4 c = _BaseColor;
IN.worldNormal = normalize(IN.worldNormal);
#if PARALLAX_ON || NORMAL_MAP_ON
float3x3 tangentTransform = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal);
#endif
#ifdef NORMAL_MAP_ON
float3 surfaceNormal = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(uv, _NormalMap)));
#endif
#if PARALLAX_ON || NORMAL_MAP_ON
#ifndef NORMAL_MAP_ON
#define COLOR_INPUTS IN, uv, tangentTransform
#define MASK_INPUTS IN
#else
#define COLOR_INPUTS IN, uv, tangentTransform, surfaceNormal
#define MASK_INPUTS IN, tangentTransform, surfaceNormal
#endif
#else
#define COLOR_INPUTS IN, uv
#define MASK_INPUTS IN
#endif
#define LAYER_COLOR(index) ComputeColor(COLOR_INPUTS, _LayerSurface##index, _LayerSurface##index##_ST, _LayerColor##index, _LayerSampleMode##index, _LayerSampleParameters##index)
#define LAYER_MASK(index) ComputeMask(MASK_INPUTS, _LayerMaskType##index, _LayerMaskParameters##index, _LayerMaskAxis##index##.xyz)
#define LAYER_BLEND(index, c) ComputeBlend(c, LAYER_COLOR(index), LAYER_MASK(index), _LayerBlendMode##index)
c.rgb = LAYER_BLEND(0, c.rgb);
#if LAYER_COUNT > 1
c.rgb = LAYER_BLEND(1, c.rgb);
#endif
#if LAYER_COUNT > 2
c.rgb = LAYER_BLEND(2, c.rgb);
#endif
#if LAYER_COUNT > 3
c.rgb = LAYER_BLEND(3, c.rgb);
#endif
#if LAYER_COUNT > 4
c.rgb = LAYER_BLEND(4, c.rgb);
#endif
#if LAYER_COUNT > 5
c.rgb = LAYER_BLEND(5, c.rgb);
#endif
#if LAYER_COUNT > 6
c.rgb = LAYER_BLEND(6, c.rgb);
#endif
#if LAYER_COUNT > 7
c.rgb = LAYER_BLEND(7, c.rgb);
#endif
#ifdef VERTALPHA_ON
float scaledValue = IN.vertColor.a * 2.0;
float alpha0weight = max(0.0, 1.0 - scaledValue);
float alpha2weight = max(0.0, scaledValue - 1.0);
float alpha1weight = 1.0 - alpha0weight - alpha2weight;
c.a = _Alpha * c.a * (tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * alpha1weight + tex2D(_AlphaMask2, TRANSFORM_TEX(uv, _AlphaMask2)).r * alpha2weight + alpha0weight) * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
#else
c.a = _Alpha * c.a * tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * IN.vertColor.a * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
#endif
c.rgb = lerp(c.rgb, c.rgb * _DarkMultiplier, IN.vertColor.r);
return c;
}
#endif

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Shader "OvrAvatar/AvatarSurfaceShader" {
Properties{
// Global parameters
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
_DarkMultiplier("Dark Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
_BaseColor("Base Color", Color) = (0.0, 0.0, 0.0, 0.0)
_BaseMaskType("Base Mask Type", Int) = 0
_BaseMaskParameters("Base Mask Parameters", Vector) = (0, 0, 0, 0)
_BaseMaskAxis("Base Mask Axis", Vector) = (0, 1, 0, 0)
_AlphaMask("Alpha Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "" {}
_ParallaxMap("Parallax Map", 2D) = "" {}
_RoughnessMap("Roughness Map", 2D) = "" {}
// Layer 0 parameters
_LayerSampleMode0("Layer Sample Mode 0", Int) = 0
_LayerBlendMode0("Layer Blend Mode 0", Int) = 0
_LayerMaskType0("Layer Mask Type 0", Int) = 0
_LayerColor0("Layer Color 0", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface0("Layer Surface 0", 2D) = "" {}
_LayerSampleParameters0("Layer Sample Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskParameters0("Layer Mask Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskAxis0("Layer Mask Axis 0", Vector) = (0, 1, 0, 0)
// Layer 1 parameters
_LayerSampleMode1("Layer Sample Mode 1", Int) = 0
_LayerBlendMode1("Layer Blend Mode 1", Int) = 0
_LayerMaskType1("Layer Mask Type 1", Int) = 0
_LayerColor1("Layer Color 1", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface1("Layer Surface 1", 2D) = "" {}
_LayerSampleParameters1("Layer Sample Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskParameters1("Layer Mask Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskAxis1("Layer Mask Axis 1", Vector) = (0, 1, 0, 0)
// Layer 2 parameters
_LayerSampleMode2("Layer Sample Mode 2", Int) = 0
_LayerBlendMode2("Layer Blend Mode 2", Int) = 0
_LayerMaskType2("Layer Mask Type 2", Int) = 0
_LayerColor2("Layer Color 2", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface2("Layer Surface 2", 2D) = "" {}
_LayerSampleParameters2("Layer Sample Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskParameters2("Layer Mask Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskAxis2("Layer Mask Axis 2", Vector) = (0, 1, 0, 0)
// Layer 3 parameters
_LayerSampleMode3("Layer Sample Mode 3", Int) = 0
_LayerBlendMode3("Layer Blend Mode 3", Int) = 0
_LayerMaskType3("Layer Mask Type 3", Int) = 0
_LayerColor3("Layer Color 3", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface3("Layer Surface 3", 2D) = "" {}
_LayerSampleParameters3("Layer Sample Parameters 3", Vector) = (0, 0, 0, 0)
_LayerMaskParameters3("Layer Mask Parameters 3", Vector) = (0, 0, 0, 0)
_LayerMaskAxis3("Layer Mask Axis 3", Vector) = (0, 1, 0, 0)
// Layer 4 parameters
_LayerSampleMode4("Layer Sample Mode 4", Int) = 0
_LayerBlendMode4("Layer Blend Mode 4", Int) = 0
_LayerMaskType4("Layer Mask Type 4", Int) = 0
_LayerColor4("Layer Color 4", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface4("Layer Surface 4", 2D) = "" {}
_LayerSampleParameters4("Layer Sample Parameters 4", Vector) = (0, 0, 0, 0)
_LayerMaskParameters4("Layer Mask Parameters 4", Vector) = (0, 0, 0, 0)
_LayerMaskAxis4("Layer Mask Axis 4", Vector) = (0, 1, 0, 0)
// Layer 5 parameters
_LayerSampleMode5("Layer Sample Mode 5", Int) = 0
_LayerBlendMode5("Layer Blend Mode 5", Int) = 0
_LayerMaskType5("Layer Mask Type 5", Int) = 0
_LayerColor5("Layer Color 5", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface5("Layer Surface 5", 2D) = "" {}
_LayerSampleParameters5("Layer Sample Parameters 5", Vector) = (0, 0, 0, 0)
_LayerMaskParameters5("Layer Mask Parameters 5", Vector) = (0, 0, 0, 0)
_LayerMaskAxis5("Layer Mask Axis 5", Vector) = (0, 1, 0, 0)
// Layer 6 parameters
_LayerSampleMode6("Layer Sample Mode 6", Int) = 0
_LayerBlendMode6("Layer Blend Mode 6", Int) = 0
_LayerMaskType6("Layer Mask Type 6", Int) = 0
_LayerColor6("Layer Color 6", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface6("Layer Surface 6", 2D) = "" {}
_LayerSampleParameters6("Layer Sample Parameters 6", Vector) = (0, 0, 0, 0)
_LayerMaskParameters6("Layer Mask Parameters 6", Vector) = (0, 0, 0, 0)
_LayerMaskAxis6("Layer Mask Axis 6", Vector) = (0, 1, 0, 0)
// Layer 7 parameters
_LayerSampleMode7("Layer Sample Mode 7", Int) = 0
_LayerBlendMode7("Layer Blend Mode 7", Int) = 0
_LayerMaskType7("Layer Mask Type 7", Int) = 0
_LayerColor7("Layer Color 7", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface7("Layer Surface 7", 2D) = "" {}
_LayerSampleParameters7("Layer Sample Parameters 7", Vector) = (0, 0, 0, 0)
_LayerMaskParameters7("Layer Mask Parameters 7", Vector) = (0, 0, 0, 0)
_LayerMaskAxis7("Layer Mask Axis 7", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
LOD 200
Pass
{
Name "FORWARD"
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma only_renderers d3d11 gles3 gles
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile PROJECTOR_OFF PROJECTOR_ON
#pragma multi_compile NORMAL_MAP_OFF NORMAL_MAP_ON
#pragma multi_compile PARALLAX_OFF PARALLAX_ON
#pragma multi_compile ROUGHNESS_OFF ROUGHNESS_ON
#pragma multi_compile VERTALPHA_OFF VERTALPHA_ON
#pragma multi_compile LAYERS_1 LAYERS_2 LAYERS_3 LAYERS_4 LAYERS_5 LAYERS_6 LAYERS_7 LAYERS_8
#include "Assets/Oculus/Avatar/Content/Materials/AvatarMaterialStateShader.cginc"
float4 frag(VertexOutput IN) : COLOR
{
return ComputeSurface(IN);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "AvatarMaterialEditor"
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "OvrAvatar/AvatarSurfaceShaderPBS" {
Properties{
// Global parameters
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
_Albedo("Albedo (RGB)", 2D) = "" {}
_Surface("Metallic (R) Occlusion (G) and Smoothness (A)", 2D) = "" {}
}
SubShader{
Tags {
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Pass {
ZWrite On
Cull Off
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
struct v2f {
float4 position : SV_POSITION;
};
v2f vert(appdata_full v) {
// Output
v2f output;
output.position = UnityObjectToClipPos(v.vertex);
return output;
}
float4 frag(v2f input) : COLOR {
return 0;
}
ENDCG
}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert nolightmap alpha noforwardadd
float _Alpha;
sampler2D _Albedo;
float4 _Albedo_ST;
sampler2D _Surface;
float4 _Surface_ST;
struct Input {
float2 texcoord;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.texcoord = v.texcoord.xy;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
o.Albedo = tex2D(_Albedo, TRANSFORM_TEX(IN.texcoord, _Albedo)).rgb;
float4 surfaceParams = tex2D(_Surface, TRANSFORM_TEX(IN.texcoord, _Surface));
o.Metallic = surfaceParams.r;
o.Occlusion = surfaceParams.g;
o.Smoothness = surfaceParams.a;
o.Alpha = _Alpha;
}
#pragma only_renderers d3d11 gles3 gles
ENDCG
}
FallBack "Diffuse"
}

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Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" {
Properties {
_AlbedoMultiplier ("Albedo Multiplier", Color) = (1,1,1,1)
_Albedo ("Albedo (RGB)", 2D) = "white" {}
_Metallicness("Metallicness", 2D) = "grey" {}
_GlossinessScale ("Glossiness Scale", Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _Albedo;
sampler2D _Metallicness;
struct Input {
float2 uv_Albedo;
};
float _GlossinessScale;
float4 _AlbedoMultiplier;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_Albedo, IN.uv_Albedo) * _AlbedoMultiplier;
o.Albedo = c.rgb;
o.Metallic = tex2D (_Metallicness, IN.uv_Albedo).r;
o.Smoothness = _GlossinessScale;
o.Alpha = 1.0;
}
ENDCG
}
FallBack "Diffuse"
}

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defaultTextures: []
userData:
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Shader "OvrAvatar/AvatarSurfaceShaderSelfOccluding" {
Properties{
// Global parameters
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
_DarkMultiplier("Dark Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
_BaseColor("Base Color", Color) = (0.0, 0.0, 0.0, 0.0)
_BaseMaskType("Base Mask Type", Int) = 0
_BaseMaskParameters("Base Mask Parameters", Vector) = (0, 0, 0, 0)
_BaseMaskAxis("Base Mask Axis", Vector) = (0, 1, 0, 0)
_AlphaMask("Alpha Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "" {}
_ParallaxMap("Parallax Map", 2D) = "" {}
_RoughnessMap("Roughness Map", 2D) = "" {}
// Layer 0 parameters
_LayerSampleMode0("Layer Sample Mode 0", Int) = 0
_LayerBlendMode0("Layer Blend Mode 0", Int) = 0
_LayerMaskType0("Layer Mask Type 0", Int) = 0
_LayerColor0("Layer Color 0", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface0("Layer Surface 0", 2D) = "" {}
_LayerSampleParameters0("Layer Sample Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskParameters0("Layer Mask Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskAxis0("Layer Mask Axis 0", Vector) = (0, 1, 0, 0)
// Layer 1 parameters
_LayerSampleMode1("Layer Sample Mode 1", Int) = 0
_LayerBlendMode1("Layer Blend Mode 1", Int) = 0
_LayerMaskType1("Layer Mask Type 1", Int) = 0
_LayerColor1("Layer Color 1", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface1("Layer Surface 1", 2D) = "" {}
_LayerSampleParameters1("Layer Sample Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskParameters1("Layer Mask Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskAxis1("Layer Mask Axis 1", Vector) = (0, 1, 0, 0)
// Layer 2 parameters
_LayerSampleMode2("Layer Sample Mode 2", Int) = 0
_LayerBlendMode2("Layer Blend Mode 2", Int) = 0
_LayerMaskType2("Layer Mask Type 2", Int) = 0
_LayerColor2("Layer Color 2", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface2("Layer Surface 2", 2D) = "" {}
_LayerSampleParameters2("Layer Sample Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskParameters2("Layer Mask Parameters 2", Vector) = (0, 0, 0, 0)
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