Shader "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)" { Properties { _MainTex ("Base (RGB)", 2D) = "black" {} _ChromaTex ("Chroma", 2D) = "gray" {} _Color("Main Color", Color) = (1,1,1,1) [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 { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" } LOD 100 Lighting Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #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 STEREO_DEBUG_OFF STEREO_DEBUG #pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA #pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR #include "UnityCG.cginc" #include "AVProVideo.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; #if STEREO_CUSTOM_UV float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0) #endif }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; #if UNITY_VERSION >= 500 UNITY_FOG_COORDS(1) #endif #if STEREO_DEBUG float4 tint : COLOR; #endif }; uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; #endif uniform float4 _MainTex_ST; uniform fixed4 _Color; uniform float3 _cameraPosition; v2f vert (appdata v) { v2f o; o.vertex = XFormObjectToClip(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), _MainTex_ST.y < 0.0); o.uv.xy *= scaleOffset.xy; o.uv.xy += scaleOffset.zw; #elif STEREO_CUSTOM_UV if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz)) { o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex); } #endif #if STEREO_DEBUG o.tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz)); #endif #if UNITY_VERSION >= 500 UNITY_TRANSFER_FOG(o, o.vertex); #endif return o; } fixed4 frag (v2f i) : SV_Target { #if USE_YPCBCR #if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3 float3 ypcbcr = float3(tex2D(_MainTex, i.uv).r, tex2D(_ChromaTex, i.uv).rg); #else float3 ypcbcr = float3(tex2D(_MainTex, i.uv).r, tex2D(_ChromaTex, i.uv).ra); #endif fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0); #else fixed4 col = tex2D(_MainTex, i.uv.xy); #endif col *= _Color; #if APPLY_GAMMA col.rgb = GammaToLinear(col.rgb); #endif #if STEREO_DEBUG col *= i.tint; #endif #if UNITY_VERSION >= 500 UNITY_APPLY_FOG(i.fogCoord, col); #endif return fixed4(col.rgb, 1.0); } ENDCG } } }