Shader "AVProVideo/Lit/Diffuse (texture+color+fog+stereo support)" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "white" {} _ChromaTex("Chroma", 2D) = "white" {} [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0 [Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0 } SubShader { Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Geometry" } LOD 200 CGPROGRAM #pragma surface surf Lambert vertex:VertexFunction #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV // TODO: Change XX_OFF to __ for Unity 5.0 and above // this was just added for Unity 4.x compatibility as __ causes // Android and iOS builds to fail the shader #pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA #pragma multi_compile STEREO_DEBUG_OFF STEREO_DEBUG #pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR #include "AVProVideo.cginc" uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; #endif uniform fixed4 _Color; uniform float3 _cameraPosition; struct Input { float2 uv_MainTex; #if STEREO_DEBUG float4 color; #endif }; void VertexFunction(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), true); o.uv_MainTex = v.texcoord.xy *= scaleOffset.xy; o.uv_MainTex = v.texcoord.xy += scaleOffset.zw; #elif STEREO_CUSTOM_UV o.uv_MainTex = v.texcoord.xy; if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz)) { o.uv_MainTex = v.texcoord1.xy; } #endif #if STEREO_DEBUG o.color = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz)); #endif } void surf(Input IN, inout SurfaceOutput o) { #if USE_YPCBCR #if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3 float3 ypcbcr = float3(tex2D(_MainTex, IN.uv_MainTex).r, tex2D(_ChromaTex, IN.uv_MainTex).rg); #else float3 ypcbcr = float3(tex2D(_MainTex, IN.uv_MainTex).r, tex2D(_ChromaTex, IN.uv_MainTex).ra); #endif fixed4 c = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0); #else fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; #endif #if APPLY_GAMMA c.rgb = GammaToLinear(c.rgb); #endif #if STEREO_DEBUG c *= IN.color; #endif o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Legacy Shaders/Transparent/VertexLit" }