diff --git a/VilarProjects/EyeTrack.meta b/VilarProjects/EyeTrack.meta new file mode 100644 index 0000000..f9f4bd7 --- /dev/null +++ b/VilarProjects/EyeTrack.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4aaf4cd95d54e8045a6f887b97cc89e1 +folderAsset: yes +timeCreated: 1538619481 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/VilarProjects/EyeTrack/Materials.meta b/VilarProjects/EyeTrack/Materials.meta new file mode 100644 index 0000000..3e13f4d --- /dev/null +++ b/VilarProjects/EyeTrack/Materials.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2d6a2f8114fd59a4d8368c68cf3ee081 +folderAsset: yes +timeCreated: 1538619490 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/VilarProjects/EyeTrack/VilarEyeNoTrack.shader b/VilarProjects/EyeTrack/VilarEyeNoTrack.shader index d69d79e..6c50dd1 100644 --- a/VilarProjects/EyeTrack/VilarEyeNoTrack.shader +++ b/VilarProjects/EyeTrack/VilarEyeNoTrack.shader @@ -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 @@ -48,9 +48,9 @@ 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; @@ -58,10 +58,10 @@ Shader "Vilar/EyeNoTrack" 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 ) @@ -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 ) ); @@ -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; } @@ -438,7 +438,7 @@ Node;AmplifyShaderEditor.TexCoordVertexDataNode;27;-4245.138,-1231.216;Float;Fal Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;-702.084,285.9325;Float;False;2;2;0;FLOAT4x4;0.0,0,0;False;1;FLOAT3;0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;226;-706.3069,573.7806;Float;False;2;2;0;FLOAT4x4;0.0,0,0;False;1;FLOAT3;0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;224;-710.1921,458.13;Float;False;2;2;0;FLOAT4x4;0,0,0;False;1;FLOAT3;0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SamplerNode;22;-3523.521,-1278.859;Float;True;Property;_Normal;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 +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.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 +Node;AmplifyShaderEditor.SamplerNode;31;-264.3959,-718.8957;Float;True;Property;_EmissionMap;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;_MainTex;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;_EmissionMapPower;EmissionPower;7;0;Create;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;288;221.5335,-1034.974;Float;False;2;2;0;COLOR;0.0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 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Node;AmplifyShaderEditor.CommentaryNode;354;-4332.519,-1297.648;Float;False;692.4456;984.2021;Comment;0;ComputedUVs;1,1,1,1;0;0 diff --git a/VilarProjects/EyeTrack/VilarEyeTrack.shader b/VilarProjects/EyeTrack/VilarEyeTrack.shader index bf05303..4325fab 100644 --- a/VilarProjects/EyeTrack/VilarEyeTrack.shader +++ b/VilarProjects/EyeTrack/VilarEyeTrack.shader @@ -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 @@ -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; @@ -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 ) @@ -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 ) ); @@ -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; } @@ -573,7 +573,7 @@ Node;AmplifyShaderEditor.NormalizeNode;250;-895.3977,257.3447;Float;False;1;0;FL Node;AmplifyShaderEditor.NormalizeNode;252;-889.9548,629.6013;Float;False;1;0;FLOAT3;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.TexCoordVertexDataNode;27;-4245.138,-1231.216;Float;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.NormalizeNode;251;-881.6673,400.7412;Float;False;1;0;FLOAT3;0,0,0,0;False;1;FLOAT3;0 -Node;AmplifyShaderEditor.SamplerNode;22;-3523.521,-1278.859;Float;True;Property;_Normal;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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