NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/DrawFace.shader

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Shader "Unlit/DrawFace"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceMask ("Face Mask", 2D) = "white" {}
_EyeColor ("Eye Color", Color) = (1,1,1,1)
_EyebowsColor ("Eyebows Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _FaceTex;
float4 _FaceTex_ST;
sampler2D _FaceMask;
float4 _FaceMask_ST;
fixed4 _EyeColor;
fixed4 _EyebowsColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 mainTex = tex2D(_MainTex, i.uv);
fixed4 emojiTex = tex2D(_FaceTex, i.uv);
fixed4 mask = tex2D(_FaceMask, i.uv);
fixed4 eyesColor = _EyeColor;
fixed4 eyebowsColor = _EyebowsColor;
// (mask.r * eyebowsColor + (1 - mask.r) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * mainTex
// (mask.g * eyesColor + (1 - mask.g) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * mainTex
fixed4 col = (mask.b * eyebowsColor + (1 - mask.b) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * mainTex;
col = (mask.g * eyesColor + (1 - mask.g) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * col;
col.a = mainTex.a;
return col;
}
ENDCG
}
}
}