FittsLaw/Assets/Oculus/Avatar/Resources/Materials/Version1.5/Avatar_Mobile_CombinedMesh.shader
2018-10-09 20:59:57 -04:00

218 lines
9.5 KiB
GLSL

//
// *** OvrAvatar Mobile Combined Mesh shader ***
// *** Texture array approach for rendering a combined mesh avatar ***
//
// 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.
//
// This is the texture array version of the shader, which will draw all pre-combined
// components in one draw call. This is coupled with OvrAvatarMaterialManager to populate the
// shader properties.
//
// 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_CombinedMesh"
{
Properties
{
_MainTex("Main Texture Array", 2DArray) = "white" {}
_NormalMap("Normal Map Array", 2DArray) = "bump" {}
_RoughnessMap("Roughness Map Array", 2DArray) = "black" {}
_Dimmer("Dimmer", Range(0.0,1.0)) = 1.0
_Alpha("Alpha", Range(0.0,1.0)) = 1.0
_Voice("Voice", Range(0.0,1.0)) = 1.0
[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
// Index into the texture array needs an offset for precision
_Slices("Texture Array Slices", int) = 4.97
}
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 BACKLIGHT_OFF BACKLIGHT_ON
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
UNITY_DECLARE_TEX2DARRAY(_MainTex);
UNITY_DECLARE_TEX2DARRAY(_NormalMap);
uniform float4 _NormalMap_ST;
UNITY_DECLARE_TEX2DARRAY(_RoughnessMap);
uniform int _Slices;
uniform float4 _BaseColor[5];
uniform float _DiffuseIntensity[5];
uniform float _RimIntensity[5];
uniform float _BacklightIntensity[5];
uniform float _ReflectionIntensity[5];
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;
float2 texcoord: TEXCOORD0;
float4 vertexColor : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 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.xy = v.texcoord;
o.uv.z = v.vertexColor.x * _Slices;
return o;
}
fixed4 frag(v2f i) : COLOR
{
// Light direction
float3 lightDirection = _WorldSpaceLightPos0.xyz;
// Unpack normal map
float3 transformedNormalUV = i.uv;
transformedNormalUV.xy = float2(TRANSFORM_TEX(i.uv.xy, _NormalMap));
float3 normalMap = UNITY_SAMPLE_TEX2DARRAY(_NormalMap, transformedNormalUV).rgb * 2 - 1;
// Calculate normal
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 for each component
float4 col;
// Get index into texture array
int componentIndex = floor(i.uv.z + 0.5);
// Diffuse texture sample
col = UNITY_SAMPLE_TEX2DARRAY(_MainTex, i.uv);
// Multiply in color tint (don't need to deal with gamma/linear here as conversion already done)
col.rgb *= _BaseColor[componentIndex];
// Main light
col.rgb += _DiffuseIntensity[componentIndex] * LightColorNdotL;
#ifdef NO_BACKLIGHT_ON
//NO_BACKLIGHT_ON disables the rear illumination
#else
// Illuminate from behind
float3 reverseLightDirection = lightDirection * -1;
float NdotInvL = saturate(dot(normalDirection, normalize(reverseLightDirection)));
col.rgb += (_DiffuseIntensity[componentIndex] * _BacklightIntensity[componentIndex]) * 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[componentIndex]) * NdotL * _SecondaryLightColor;
#else
col.rgb += pow(1.0 - VdotN, _RimIntensity[componentIndex]) * LightColorNdotL;
#endif
// Reflection
col.rgb += reflectionColor * UNITY_SAMPLE_TEX2DARRAY(_RoughnessMap, i.uv).a * _ReflectionIntensity[componentIndex];
// 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
}
}
}