diff options
| author | yum <yum.food.vr@gmail.com> | 2025-03-08 19:28:44 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-03-08 19:28:51 -0800 |
| commit | ad7537c4cc81f5e430e5c69994da0dfc57ebcf5d (patch) | |
| tree | e7d2e8225cc3898bb049f296d6cd7e878073668f | |
| parent | 17e4cdf3a2174641e5b30384377b708ac5ac55f7 (diff) | |
sketch out faceme feature
| -rw-r--r-- | 2ner.cginc | 10 | ||||
| -rw-r--r-- | 2ner.shader | 7 | ||||
| -rw-r--r-- | cnlohr.cginc | 61 | ||||
| -rw-r--r-- | face_me.cginc | 65 | ||||
| -rw-r--r-- | features.cginc | 4 | ||||
| -rw-r--r-- | globals.cginc | 7 |
6 files changed, 154 insertions, 0 deletions
@@ -5,6 +5,7 @@ #include "UnityLightingCommon.cginc"
#include "eyes.cginc"
+#include "face_me.cginc"
#include "features.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
@@ -23,24 +24,28 @@ v2f vert(appdata v) { #endif
#if defined(MASKED_STENCIL1_PASS)
float masked_stencil1_mask = _Masked_Stencil1_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
+ [branch]
if (masked_stencil1_mask < 0.5) {
return (v2f) (0.0/0.0);
}
#endif
#if defined(MASKED_STENCIL2_PASS)
float masked_stencil2_mask = _Masked_Stencil2_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
+ [branch]
if (masked_stencil2_mask < 0.5) {
return (v2f) (0.0/0.0);
}
#endif
#if defined(MASKED_STENCIL3_PASS)
float masked_stencil3_mask = _Masked_Stencil3_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
+ [branch]
if (masked_stencil3_mask < 0.5) {
return (v2f) (0.0/0.0);
}
#endif
#if defined(MASKED_STENCIL4_PASS)
float masked_stencil4_mask = _Masked_Stencil4_Mask.SampleLevel(linear_repeat_s, v.uv01, 0);
+ [branch]
if (masked_stencil4_mask < 0.5) {
return (v2f) (0.0/0.0);
}
@@ -57,6 +62,7 @@ v2f vert(appdata v) { UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if defined(OUTLINE_PASS)
+ [branch]
if (!_Outlines_Enabled_Dynamic) {
return (v2f) (0.0/0.0);
}
@@ -71,6 +77,10 @@ v2f vert(appdata v) { v.tangent *= -1;
#endif // OUTLINE_PASS
+#if defined(_FACE_ME)
+ face_me(v);
+#endif
+
#if defined(_VERTEX_DOMAIN_WARPING)
float3 basePos = v.vertex.xyz;
float offset = sin(_Time[0] * _Vertex_Domain_Warping_Speed) *
diff --git a/2ner.shader b/2ner.shader index ea84e4d..ad29182 100644 --- a/2ner.shader +++ b/2ner.shader @@ -317,6 +317,13 @@ Shader "yum_food/2ner" //endex [HideInInspector] m_end_Decals("Decals", Float) = 0 + //ifex _Face_Me_Enabled==0 + [HideInInspector] m_start_Face_Me("Face me", Float) = 0 + [ThryToggle(_FACE_ME)] _Face_Me_Enabled("Enable", Float) = 0 + [MaterialToggle] _Face_Me_Enabled_Dynamic("Enable dynamic", Float) = 0 + [HideInInspector] m_end_Face_Me("Face me", Float) = 0 + //endex + //ifex _Vertex_Domain_Warping_Enabled==0 [HideInInspector] m_start_Vertex_Domain_Warping("Vertex domain warping", Float) = 0 [ThryToggle(_VERTEX_DOMAIN_WARPING)]_Vertex_Domain_Warping_Enabled("Enable", Float) = 0 diff --git a/cnlohr.cginc b/cnlohr.cginc new file mode 100644 index 0000000..52aca35 --- /dev/null +++ b/cnlohr.cginc @@ -0,0 +1,61 @@ +#ifndef __CNLOHR_INC
+#define __CNLOHR_INC
+
+#include "globals.cginc"
+
+/*
+ * MIT License
+ *
+ * NOTE: Much content here is originally from others. Content in third party
+ * folder may not be fully MIT-licensable.
+ *
+ * Copyright (c) 2021 cnlohr, et. al.
+ *
+ * All other content in this repository falls under the following terms:
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE
+ * SOFTWARE.
+ */
+
+// Source:
+// https://github.com/cnlohr/shadertrixx?tab=readme-ov-file#eye-center-position
+bool isMirror() { return _VRChatMirrorMode != 0; }
+
+// Source:
+// https://github.com/cnlohr/shadertrixx?tab=readme-ov-file#eye-center-position
+float3 getCenterCamPos() {
+#if defined(USING_STEREO_MATRICES) || defined(UNITY_SINGLE_PASS_STEREO)
+ return (unity_StereoWorldSpaceCameraPos[0] + unity_StereoWorldSpaceCameraPos[1]) / 2;
+#else
+ return isMirror() ? _VRChatMirrorCameraPos : _WorldSpaceCameraPos.xyz;
+#endif
+}
+
+bool isVR() {
+#if defined(USING_STEREO_MATRICES)
+ return true;
+#else
+ return false;
+#endif
+}
+
+#endif // __CNLOHR_INC
diff --git a/face_me.cginc b/face_me.cginc new file mode 100644 index 0000000..f31b736 --- /dev/null +++ b/face_me.cginc @@ -0,0 +1,65 @@ +#ifndef __FACE_ME_INC
+#define __FACE_ME_INC
+
+#include "cnlohr.cginc"
+#include "interpolators.cginc"
+
+// Rotate the object's position and normal so that it always faces the camera.
+void face_me(inout appdata v) {
+ [branch]
+ if (_Face_Me_Enabled_Dynamic) {
+ float3 object_center = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
+ // Get forward axis of object coordinate system, i.e. the orientation of
+ // the hip bone.
+ // Then project it onto the xz plane.
+ float3 forward_axis = mul(unity_ObjectToWorld, float3(0, 0, 1));
+ forward_axis.y = 0;
+ forward_axis = normalize(forward_axis);
+ float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
+ float3 rd = normalize(object_center - getCenterCamPos());
+ // We apply a factor of -1 to shift the result forward by a phase shift of pi.
+ float cos_t = -dot(normalize(rd.xz), forward_axis.xz);
+ // We want to get sin(t) using the identity:
+ // || a x b || = || a || || b || sin(t)
+ // For normal vectors, this simplifies to:
+ // || a x b || = sin(t)
+ // The issue is that the norm operator loses the sign.
+ // We can estimate the sign by assuming that `rd` and `forward_axis` are on
+ // the xz plane.
+ // If that's the case, then the cross product is necessarily constrained to
+ // the y axis.
+ float sin_t_sign = sign(cross(rd, forward_axis).y);
+ // Here we use the identity:
+ // sin(t) = sqrt(1 - cos(t)^2)
+ // We simply apply the sign correction `sin_t_sign` to the result.
+ // We then invert it, since the goal is not to amplify the rotation, but
+ // to negate it.
+ // Finally, we add a phase correction to make the abomination face us.
+ float sin_t = -sqrt(1 - cos_t * cos_t) * sin_t_sign;
+
+ // Double the angle using double-angle formulas
+ if (isVR()) {
+ float sin_2t = 2 * sin_t * cos_t;
+ float cos_2t = cos_t * cos_t - sin_t * sin_t; // or: 2 * cos_t * cos_t - 1
+ sin_t = sin_2t;
+ cos_t = cos_2t;
+ }
+
+ // Use the doubled angle values in your rotation matrix
+ float2x2 face_me_rot = float2x2(cos_t, -sin_t, sin_t, cos_t);
+ float2x2 face_me_rot_inv = float2x2(cos_t, sin_t, -sin_t, cos_t);
+ worldPos.xz = mul(face_me_rot, (worldPos.xz - object_center.xz)) + object_center.xz;
+ v.vertex = mul(unity_WorldToObject, worldPos);
+
+ float3 world_normal = UnityObjectToWorldNormal(v.normal);
+ world_normal.xz = mul(face_me_rot_inv, world_normal.xz);
+ v.normal = normalize(mul(unity_WorldToObject, world_normal));
+
+ float3 world_tangent = UnityObjectToWorldDir(v.tangent.xyz);
+ world_tangent.xz = mul(face_me_rot_inv, world_tangent.xz);
+ v.tangent.xyz = normalize(mul(unity_WorldToObject, world_tangent));
+ }
+}
+
+#endif // __FACE_ME_INC
+
diff --git a/features.cginc b/features.cginc index 820c045..3e554cf 100644 --- a/features.cginc +++ b/features.cginc @@ -98,6 +98,10 @@ #pragma shader_feature_local _RIM_LIGHTING3_QUANTIZATION //endex +//ifex _Face_Me_Enabled==0 +#pragma shader_feature_local _FACE_ME +//endex + //ifex _Decal0_Enabled==0 #pragma shader_feature_local _DECAL0 #pragma shader_feature_local _DECAL0_NORMAL diff --git a/globals.cginc b/globals.cginc index a75f747..253c78e 100644 --- a/globals.cginc +++ b/globals.cginc @@ -16,6 +16,13 @@ half _BumpScale; float _BumpShadowHeightScale;
float _BumpShadowHardness;
+float _VRChatMirrorMode;
+float3 _VRChatMirrorCameraPos;
+
+#if defined(_FACE_ME)
+float _Face_Me_Enabled_Dynamic;
+#endif
+
#if defined(_ALPHA_MULTIPLIER)
float _Alpha_Multiplier;
#endif
|
