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