// *** OvrAvatar Mobile Single Component shader *** // // This is a Unity vertex-fragnment shader implementation for our 1.5 skin shaded avatar look. // The benefit of using this version is performance as it bypasses the PBR lighting model and // so is generally recommended for use on mobile. // // Shader keywords: // - SECONDARY_LIGHT_ON SECONDARY_LIGHT_OFF // Enable SECONDARY_LIGHT_ON for a second "light" as expressed by _SecondaryLightDirection // and _SecondaryLightColor to influence the standard rim effect. This is designed for use in video watching // experiences to sample the screen color and apply this to the rim term. // - NO_BACKLIGHT_ON NO_BACKLIGHT_OFF // This effect is active by default: NO_BACKLIGHT_OFF is the default and enables the effect. Enable NO_BACKLIGHT_ON // to disable illumination from the rear of the main light direction. This mobile shader supports one directional // light. This can cause the un-illuminated side of the avatar to lose definition. // Notes: // - The primary light in your scene will be used to calculate lighting. // - We don't have a mouth bone, but the vertex shader will animate the vertices around the mouth // area according to the _Voice value. This should be set according to local microphone value // range between 0-1. Shader "OvrAvatar/Avatar_Mobile_SingleComponent" { Properties { _MainTex("Main Texture", 2D) = "white" {} _NormalMap("Normal Map", 2D) = "bump" {} _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 _RimIntensity("Rim Intensity", Range(0.0,10.0)) = 5.0 _BacklightIntensity("Backlight Intensity", Range(0.0,1.0)) = 1.0 _ReflectionIntensity("Reflection Intensity", Range(0.0,1.0)) = 0.0 _Voice("Voice", Range(0.0,1.0)) = 0.0 [HideInInspector] _MouthPosition("Mouth position", Vector) = (0,0,0,1) [HideInInspector] _MouthDirection("Mouth direction", Vector) = (0,0,0,1) [HideInInspector] _MouthEffectDistance("Mouth Effect Distance", Float) = 0.03 [HideInInspector] _MouthEffectScale("Mouth Effect Scaler", Float) = 1 } SubShader { Pass { Tags { "LightMode" = "ForwardBase" "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 100 ZWrite On ZTest LEqual Cull Back ColorMask RGB Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile SECONDARY_LIGHT_OFF SECONDARY_LIGHT_ON #pragma multi_compile NO_BACKLIGHT_OFF NO_BACKLIGHT_ON #include "UnityCG.cginc" #include "UnityLightingCommon.cginc" uniform sampler2D _MainTex; uniform sampler2D _NormalMap; uniform float4 _NormalMap_ST; uniform sampler2D _RoughnessMap; uniform float4 _BaseColor; uniform float _DiffuseIntensity; uniform float _RimIntensity; uniform float _BacklightIntensity; uniform float _ReflectionIntensity; uniform float3 _SecondaryLightDirection; uniform float4 _SecondaryLightColor; uniform float _Dimmer; uniform float _Alpha; uniform float _Voice; uniform float4 _MouthPosition; uniform float4 _MouthDirection; uniform float _MouthEffectDistance; uniform float _MouthEffectScale; 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; // Mouth vertex animation with voip float4 worldVert = mul(unity_ObjectToWorld, v.vertex);; float3 delta = _MouthPosition - worldVert; delta.z *= MOUTH_ZSCALE; float dist = length(delta); float scaledMouthDropoff = _MouthEffectScale * MOUTH_DROPOFF; float scaledMouthEffect = _MouthEffectScale * _MouthEffectDistance; float displacement = _Voice * smoothstep(scaledMouthEffect + scaledMouthDropoff, scaledMouthEffect, dist); worldVert.xyz -= _MouthDirection * displacement; v.vertex = mul(unity_WorldToObject, worldVert); // 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 = worldVert; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : COLOR { // Light directions float3 lightDirection = _WorldSpaceLightPos0.xyz; // Calculate normal float3 normalMap = tex2D(_NormalMap, TRANSFORM_TEX(i.uv, _NormalMap)) * 2 - 1; float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 normalDirection = normalize(mul(normalMap.rgb, tangentTransform)); float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); // Apply view, normal, and lighting dependent terms float VdotN = saturate(dot(viewDirection, normalDirection)); float NdotL = saturate(dot(normalDirection, lightDirection)); float LightColorNdotL = NdotL * _LightColor0; // Sample the default reflection cubemap using the reflection vector float3 worldReflection = reflect(-viewDirection, normalDirection); half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldReflection); // Decode cubemap data into actual color half3 reflectionColor = DecodeHDR(skyData, unity_SpecCube0_HDR); // Calculate color float4 col; // Diffuse texture sample col = tex2D(_MainTex, i.uv); #if !defined(UNITY_COLORSPACE_GAMMA) _BaseColor.rgb = LinearToGammaSpace(_BaseColor.rgb); #endif // Multiply in color tint col.rgb *= _BaseColor; // Main light col.rgb += _DiffuseIntensity * LightColorNdotL; #ifdef NO_BACKLIGHT_ON //NO_BACKLIGHT_ON disables the rear illumination #else // Illuminate main light from behind of NO_BACKLIGHT_ON is disabled float3 reverseLightDirection = lightDirection * -1; float NdotInvL = saturate(dot(normalDirection, normalize(reverseLightDirection))); col.rgb += (_DiffuseIntensity * _BacklightIntensity) * NdotInvL *_LightColor0; #endif // Rim term #ifdef SECONDARY_LIGHT_ON // Secondary light proxy (direction and color) passed into the rim term NdotL = saturate(dot(normalDirection, _SecondaryLightDirection)); col.rgb += pow(1.0 - VdotN, _RimIntensity) * NdotL * _SecondaryLightColor; #else col.rgb += pow(1.0 - VdotN, _RimIntensity) * LightColorNdotL; #endif // Reflection col.rgb += reflectionColor * tex2D(_RoughnessMap, i.uv).a * _ReflectionIntensity; // Global dimmer col.rgb *= _Dimmer; // Global alpha col.a *= _Alpha; #if !defined(UNITY_COLORSPACE_GAMMA) col.rgb = GammaToLinearSpace(col.rgb); #endif // Return clamped final color return saturate(col); } ENDCG } } }