Shader "AVProVideo/UI/Transparent Packed" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 _VertScale("Vertical Scale", Range(-1, 1)) = 1.0 [KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT // 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 #if APPLY_GAMMA //#pragma target 3.0 #endif #include "UnityCG.cginc" // TODO: once we drop support for Unity 4.x then we can include this //#include "UnityUI.cginc" #include "AVProVideo.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half4 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; uniform fixed4 _Color; uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; #endif uniform float4 _MainTex_TexelSize; uniform float _VertScale; uniform float4 _ClipRect; #if UNITY_VERSION >= 520 inline float UnityGet2DClipping (in float2 position, in float4 clipRect) { float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw); return inside.x * inside.y; } #endif v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = XFormObjectToClip(IN.vertex); #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif OUT.texcoord.xy = IN.texcoord.xy; // Horrible hack to undo the scale transform to fit into our UV packing layout logic... if (_VertScale < 0.0) { OUT.texcoord.y = 1.0 - OUT.texcoord.y; } OUT.texcoord = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, OUT.texcoord.xy, _VertScale < 0.0); OUT.color = IN.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { #if USE_YPCBCR #if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3 float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoord.xy).r, tex2D(_ChromaTex, IN.texcoord.xy).rg); #else float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoord.xy).r, tex2D(_ChromaTex, IN.texcoord.xy).ra); #endif half4 color = half4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0); #else // Sample RGB half4 color = tex2D(_MainTex, IN.texcoord.xy); #endif #if APPLY_GAMMA color.rgb = GammaToLinear(color.rgb); #endif #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT #if USE_YPCBCR color.a = tex2D(_MainTex, IN.texcoord.zw).r; #else // Sample the alpha half4 alpha = tex2D(_MainTex, IN.texcoord.zw); #if APPLY_GAMMA alpha.rgb = GammaToLinear(alpha.rgb); #endif color.a = (alpha.r + alpha.g + alpha.b) / 3.0; #endif #endif color *= IN.color; #if UNITY_VERSION >= 520 color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif clip(color.a - 0.001); return color; } ENDCG } } }