Shader "AVProVideo/VR/InsideSphere Unlit (stereo) - Android OES ONLY" { Properties { _MainTex ("Base (RGB)", 2D) = "black" {} _Color("Color", Color) = (0.0, 1.0, 0.0, 1.0) [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0 [KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0 [Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 } SubShader { Tags{ "Queue" = "Geometry" } Pass { Cull Front //ZTest Always ZWrite On Lighting Off GLSLPROGRAM #pragma only_renderers gles gles3 #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV #pragma multi_compile __ STEREO_DEBUG #pragma multi_compile LAYOUT_NONE LAYOUT_EQUIRECT180 //#pragma multi_compile __ GOOGLEVR #extension GL_OES_EGL_image_external : require #extension GL_OES_EGL_image_external_essl3 : enable precision mediump float; #ifdef VERTEX #include "UnityCG.glslinc" #define SHADERLAB_GLSL #include "AVProVideo.cginc" varying vec2 texVal; uniform vec3 _cameraPosition; uniform mat4 _ViewMatrix; #if defined(STEREO_DEBUG) varying vec4 tint; #endif void main() { gl_Position = XFormObjectToClip(gl_Vertex); texVal = gl_MultiTexCoord0.xy; texVal = vec2(1.0, 1.0) - texVal; #if defined(EQUIRECT180) texVal.x = ((texVal.x - 0.5) * 2.0) + 0.5; #endif #if defined(STEREO_TOP_BOTTOM) | defined(STEREO_LEFT_RIGHT) bool isLeftEye = IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz); vec4 scaleOffset = GetStereoScaleOffset(isLeftEye, false); texVal.xy *= scaleOffset.xy; texVal.xy += scaleOffset.zw; #elif defined (STEREO_CUSTOM_UV) if (!IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz)) { texVal = gl_MultiTexCoord1.xy; texVal = vec2(1.0, 1.0) - texVal; } #endif #if defined(STEREO_DEBUG) tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, _ViewMatrix[0].xyz)); #endif } #endif #ifdef FRAGMENT varying vec2 texVal; #if defined(STEREO_DEBUG) varying vec4 tint; #endif uniform vec4 _Color; uniform samplerExternalOES _MainTex; void main() { #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) #if __VERSION__ < 300 gl_FragColor = texture2D(_MainTex, texVal.xy) * _Color; #else gl_FragColor = texture(_MainTex, texVal.xy) * _Color; #endif #else gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); #endif #if defined(STEREO_DEBUG) gl_FragColor *= tint; #endif } #endif ENDGLSL } } Fallback "AVProVideo/VR/InsideSphere Unlit (stereo+fog)" }