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Updated shader variables names to be compatible with the Standard sha…
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…der, this makes it fallback gracefully in VRChat.
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naelstrof committed Oct 4, 2018
1 parent 0f4fa46 commit 0a32df2
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Showing 4 changed files with 56 additions and 38 deletions.
9 changes: 9 additions & 0 deletions VilarProjects/EyeTrack.meta

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9 changes: 9 additions & 0 deletions VilarProjects/EyeTrack/Materials.meta

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38 changes: 19 additions & 19 deletions VilarProjects/EyeTrack/VilarEyeNoTrack.shader
Original file line number Diff line number Diff line change
Expand Up @@ -4,14 +4,14 @@ Shader "Vilar/EyeNoTrack"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Emission("Emission", 2D) = "black" {}
_MainTex("Albedo", 2D) = "white" {}
_BumpMap("Normal", 2D) = "bump" {}
_EmissionMap("Emission", 2D) = "black" {}
_ParallaxHeight("ParallaxHeight", 2D) = "white" {}
_StylizedReflection("StylizedReflection", CUBE) = "black" {}
_Specular("Specular", Range( 0 , 1)) = 0
_Smooth("Smooth", Range( 0 , 1)) = 0
_EmissionPower("EmissionPower", Range( 0 , 1)) = 0
_Glossiness("Smooth", Range( 0 , 1)) = 0
_EmissionMapPower("EmissionPower", Range( 0 , 1)) = 0
_Depth("Depth", Range( 0 , 1)) = 0.5236971
_IrisSize("IrisSize", Range( 0 , 1)) = 0
_MaxPupilDialation("MaxPupilDialation", Range( 0 , 1)) = 0
Expand Down Expand Up @@ -48,20 +48,20 @@ Shader "Vilar/EyeNoTrack"
float3 viewDir;
};

uniform sampler2D _Normal;
uniform sampler2D _BumpMap;
uniform samplerCUBE _StylizedReflection;
uniform sampler2D _Albedo;
uniform sampler2D _MainTex;
uniform float _TwitchMagnitude;
uniform float _TwitchShiftyness;
uniform sampler2D _ParallaxHeight;
uniform float _Depth;
uniform float _IrisSize;
uniform float _MaxPupilDialation;
uniform float _PupilDialationFrequency;
uniform sampler2D _Emission;
uniform float _EmissionPower;
uniform sampler2D _EmissionMap;
uniform float _EmissionMapPower;
uniform float _Specular;
uniform float _Smooth;
uniform float _Glossiness;


float2 ParallaxOcclusionCustom277( float3 normalWorld , sampler2D heightMap , float2 uvs , float3 viewWorld , float3 viewDirTan , float parallax , float refPlane )
Expand Down Expand Up @@ -214,7 +214,7 @@ Shader "Vilar/EyeNoTrack"

void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float3 NormalMap214 = UnpackNormal( tex2D( _Normal, i.uv_texcoord ) );
float3 NormalMap214 = UnpackNormal( tex2D( _BumpMap, i.uv_texcoord ) );
o.Normal = NormalMap214;
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
Expand Down Expand Up @@ -271,13 +271,13 @@ Shader "Vilar/EyeNoTrack"
float simplePerlin2D463 = snoise( temp_cast_18 );
float smoothstepResult464 = smoothstep( 0.0 , 1.0 , simplePerlin2D463);
float2 lerpResult142 = lerp( localParallaxOcclusionCustom277277 , ( ( normalizeResult89 * saturate( (( -0.5 * ( _MaxPupilDialation * smoothstepResult464 ) ) + (temp_output_90_0 - 0.0) * (_IrisSize - ( -0.5 * ( _MaxPupilDialation * smoothstepResult464 ) )) / (_IrisSize - 0.0)) ) ) + float2( 0.5,0.5 ) ) , saturate( ( ( temp_output_90_0 - _IrisSize ) * -10.0 ) ));
o.Albedo = ( ( texCUBElod( _StylizedReflection, float4( ( float3(-1,-1,1) * reflect( mul( unity_WorldToCamera, float4( ase_worldViewDir , 0.0 ) ).xyz , mul( unity_WorldToCamera, float4( WorldNormalVector( i , NormalMap214 ) , 0.0 ) ).xyz ) ), (float)0) ).r * _LightColor0 * 1.5 ) + tex2D( _Albedo, lerpResult142 ) ).rgb;
o.Emission = ( tex2D( _Emission, lerpResult142 ) * _EmissionPower ).rgb;
o.Albedo = ( ( texCUBElod( _StylizedReflection, float4( ( float3(-1,-1,1) * reflect( mul( unity_WorldToCamera, float4( ase_worldViewDir , 0.0 ) ).xyz , mul( unity_WorldToCamera, float4( WorldNormalVector( i , NormalMap214 ) , 0.0 ) ).xyz ) ), (float)0) ).r * _LightColor0 * 1.5 ) + tex2D( _MainTex, lerpResult142 ) ).rgb;
o.Emission = ( tex2D( _EmissionMap, lerpResult142 ) * _EmissionMapPower ).rgb;
float3 normalizeResult259 = normalize( ase_worldViewDir );
float dotResult166 = dot( normalizeResult259 , WorldNorma264 );
float3 temp_cast_21 = (( _Specular * pow( saturate( dotResult166 ) , 2.0 ) )).xxx;
o.Specular = temp_cast_21;
o.Smoothness = _Smooth;
o.Smoothness = _Glossiness;
o.Alpha = 1;
}

Expand Down Expand Up @@ -438,7 +438,7 @@ Node;AmplifyShaderEditor.TexCoordVertexDataNode;27;-4245.138,-1231.216;Float;Fal
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Node;AmplifyShaderEditor.SamplerNode;22;-3523.521,-1278.859;Float;True;Property;_BumpMap;Normal;1;0;Create;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RegisterLocalVarNode;214;-3235.835,-1278.784;Float;False;NormalMap;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Expand Down Expand Up @@ -507,14 +507,14 @@ Node;AmplifyShaderEditor.PowerNode;255;-233.8377,-281.4425;Float;False;2;0;FLOAT
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;298;-140.6895,-1226.712;Float;False;3;3;0;FLOAT;0,0,0,0;False;1;COLOR;0;False;2;FLOAT;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.PosVertexDataNode;7;-1104.979,93.55486;Float;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;31;-264.3959,-718.8957;Float;True;Property;_Emission;Emission;2;0;Create;None;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;2;-266.4699,-918.2617;Float;True;Property;_Albedo;Albedo;0;0;Create;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;33;-244.388,-521.6429;Float;False;Property;_EmissionPower;EmissionPower;7;0;Create;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;30;-252.8009,-104.7871;Float;False;Property;_Smooth;Smooth;6;0;Create;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;30;-252.8009,-104.7871;Float;False;Property;_Glossiness;Smooth;6;0;Create;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;951.1072,-517.2842;Float;False;True;2;Float;ASEMaterialInspector;0;0;StandardSpecular;Vilar/EyeNoTrack;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;False;False;False;False;False;False;False;False;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Absolute;0;;-1;-1;-1;-1;0;0;0;False;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;FLOAT;0.0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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Expand Down
38 changes: 19 additions & 19 deletions VilarProjects/EyeTrack/VilarEyeTrack.shader
Original file line number Diff line number Diff line change
Expand Up @@ -4,15 +4,15 @@ Shader "Vilar/EyeTrack"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_Emission("Emission", 2D) = "black" {}
_MainTex("Albedo", 2D) = "white" {}
_BumpMap("Normal", 2D) = "bump" {}
_EmissionMap("Emission", 2D) = "black" {}
_ParallaxHeight("ParallaxHeight", 2D) = "white" {}
_StylizedReflection("StylizedReflection", CUBE) = "black" {}
_EyeOffset("EyeOffset", Float) = 0
_Specular("Specular", Range( 0 , 1)) = 0
_Smooth("Smooth", Range( 0 , 1)) = 0
_EmissionPower("EmissionPower", Range( 0 , 1)) = 0
_Glossiness("Smooth", Range( 0 , 1)) = 0
_EmissionMapPower("EmissionPower", Range( 0 , 1)) = 0
_Depth("Depth", Range( 0 , 1)) = 0.5236971
_IrisSize("IrisSize", Range( 0 , 1)) = 0
_FollowLimit("FollowLimit", Range( -1 , 1)) = 0
Expand Down Expand Up @@ -54,9 +54,9 @@ Shader "Vilar/EyeTrack"
float3 viewDir;
};

uniform sampler2D _Normal;
uniform sampler2D _BumpMap;
uniform samplerCUBE _StylizedReflection;
uniform sampler2D _Albedo;
uniform sampler2D _MainTex;
uniform float _CrossEye;
uniform float _EyeOffset;
uniform float _Backward;
Expand All @@ -70,10 +70,10 @@ Shader "Vilar/EyeTrack"
uniform float _IrisSize;
uniform float _MaxPupilDialation;
uniform float _PupilDialationFrequency;
uniform sampler2D _Emission;
uniform float _EmissionPower;
uniform sampler2D _EmissionMap;
uniform float _EmissionMapPower;
uniform float _Specular;
uniform float _Smooth;
uniform float _Glossiness;


float2 ParallaxOcclusionCustom277( float3 normalWorld , sampler2D heightMap , float2 uvs , float3 viewWorld , float3 viewDirTan , float parallax , float refPlane )
Expand Down Expand Up @@ -279,7 +279,7 @@ Shader "Vilar/EyeTrack"

void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float3 NormalMap214 = UnpackNormal( tex2D( _Normal, i.uv_texcoord ) );
float3 NormalMap214 = UnpackNormal( tex2D( _BumpMap, i.uv_texcoord ) );
o.Normal = NormalMap214;
float3 ase_worldPos = i.worldPos;
float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
Expand Down Expand Up @@ -355,13 +355,13 @@ Shader "Vilar/EyeTrack"
float simplePerlin2D463 = snoise( temp_cast_18 );
float smoothstepResult464 = smoothstep( 0.0 , 1.0 , simplePerlin2D463);
float2 lerpResult142 = lerp( localParallaxOcclusionCustom277277 , ( ( normalizeResult89 * saturate( (( -0.5 * ( _MaxPupilDialation * smoothstepResult464 ) ) + (temp_output_90_0 - 0.0) * (_IrisSize - ( -0.5 * ( _MaxPupilDialation * smoothstepResult464 ) )) / (_IrisSize - 0.0)) ) ) + float2( 0.5,0.5 ) ) , saturate( ( ( temp_output_90_0 - _IrisSize ) * -10.0 ) ));
o.Albedo = ( ( texCUBElod( _StylizedReflection, float4( ( float3(-1,-1,1) * reflect( mul( unity_WorldToCamera, float4( ase_worldViewDir , 0.0 ) ).xyz , mul( unity_WorldToCamera, float4( WorldNormalVector( i , NormalMap214 ) , 0.0 ) ).xyz ) ), (float)0) ).r * _LightColor0 * 1.5 ) + tex2D( _Albedo, lerpResult142 ) ).rgb;
o.Emission = ( tex2D( _Emission, lerpResult142 ) * _EmissionPower ).rgb;
o.Albedo = ( ( texCUBElod( _StylizedReflection, float4( ( float3(-1,-1,1) * reflect( mul( unity_WorldToCamera, float4( ase_worldViewDir , 0.0 ) ).xyz , mul( unity_WorldToCamera, float4( WorldNormalVector( i , NormalMap214 ) , 0.0 ) ).xyz ) ), (float)0) ).r * _LightColor0 * 1.5 ) + tex2D( _MainTex, lerpResult142 ) ).rgb;
o.Emission = ( tex2D( _EmissionMap, lerpResult142 ) * _EmissionMapPower ).rgb;
float3 normalizeResult259 = normalize( ase_worldViewDir );
float dotResult166 = dot( normalizeResult259 , WorldNorma264 );
float3 temp_cast_21 = (( _Specular * pow( saturate( dotResult166 ) , 2.0 ) )).xxx;
o.Specular = temp_cast_21;
o.Smoothness = _Smooth;
o.Smoothness = _Glossiness;
o.Alpha = 1;
}

Expand Down Expand Up @@ -573,7 +573,7 @@ Node;AmplifyShaderEditor.NormalizeNode;250;-895.3977,257.3447;Float;False;1;0;FL
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Expand Down Expand Up @@ -645,13 +645,13 @@ Node;AmplifyShaderEditor.SamplerNode;289;-491.6861,-1400.385;Float;True;Property
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1 comment on commit 0a32df2

@owlboy
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@owlboy owlboy commented on 0a32df2 Oct 9, 2018

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Woot!

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