Shader "AVProVideo/Background/Full Screen" { Properties { _MainTex ("Texture", 2D) = "black" {} _ChromaTex ("Chroma", 2D) = "gray" {} _Color("Main Color", Color) = (1,1,1,1) [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0 } SubShader { Tags { "Queue" = "Background" "RenderType"="Opaque" } LOD 100 Cull Off ZWrite Off ZTest Always Lighting Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // 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 USE_YPCBCR_OFF USE_YPCBCR #include "UnityCG.cginc" #include "AVProVideo.cginc" struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; #endif uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform fixed4 _Color; v2f vert(appdata_img v) { v2f o; float2 scale = ScaleZoomToFit(_ScreenParams.x, _ScreenParams.y, _MainTex_TexelSize.z, _MainTex_TexelSize.w); float2 pos = ((v.vertex.xy) * scale * 2.0); // we're rendering with upside-down flipped projection, // so flip the vertical UV coordinate too if (_ProjectionParams.x < 0.0) { pos.y = (1.0 - pos.y) - 1.0; } o.vertex = float4(pos.xy, UNITY_NEAR_CLIP_VALUE, 1.0); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 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 float3 col = Convert420YpCbCr8ToRGB(ypcbcr); #else // Sample the texture fixed4 col = tex2D(_MainTex, i.uv); #endif #if APPLY_GAMMA col.rgb = GammaToLinear(col.rgb); #endif col *= _Color; return fixed4(col.rgb, 1.0); } ENDCG } } }