Shader "OvrAvatar/Avatar_PC_SingleComponentExpressive" { Properties { [NoScaleOffset] _MainTex ("Color (RGB)", 2D) = "white" {} [NoScaleOffset] _NormalMap ("Normal Map", 2D) = "bump" {} [NoScaleOffset] _RoughnessMap ("Roughness Map", 2D) = "black" {} _BaseColor ("Color Tint", Vector) = (1,1,1,1) _Dimmer ("Dimmer", Range(0, 1)) = 1 _Alpha ("Alpha", Range(0, 1)) = 1 _DiffuseIntensity ("Diffuse Intensity", Range(0, 1)) = 0.3 _SmoothnessMultiplier ("Smoothness Multiplier", Range(0, 1)) = 1 _MetallicMultiplier ("Metallic Multiplier", Range(0, 1)) = 0.3 _RimIntensity ("Rim Intensity", Range(0, 10)) = 5 _PupilSize ("Pupil Size", Range(-1, 2)) = 0 _LipSmoothness ("Lip Smoothness", Range(0, 1)) = 0 _MaskColorIris ("Iris Color", Vector) = (0,0,0,1) _MaskColorLips ("Lips Color", Vector) = (0,0,0,1) _MaskColorBrows ("Brows Color", Vector) = (0,0,0,1) _MaskColorLashes ("Lashes Color", Vector) = (0,0,0,1) _MaskColorSclera ("Sclera Color", Vector) = (0,0,0,1) _MaskColorGums ("Gums Color", Vector) = (0,0,0,1) _MaskColorTeeth ("Teeth Color", Vector) = (0,0,0,1) [HideInInspector] _SrcBlend ("", Float) = 1 [HideInInspector] _DstBlend ("", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } Fallback "Diffuse" }