Shader "AVProVideo/Lit/Transparent Diffuse (texture+color+fog+packed alpha)" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "black" {} _ChromaTex("Chroma", 2D) = "black" {} [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" } LOD 200 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma surface surf Lambert vertex:VertexFunction alpha #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 USE_YPCBCR_OFF USE_YPCBCR #include "AVProVideo.cginc" uniform sampler2D _MainTex; //uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; #if USE_YPCBCR uniform sampler2D _ChromaTex; #endif uniform fixed4 _Color; uniform float3 _cameraPosition; struct Input { float4 texcoords; }; void VertexFunction(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.texcoords = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, v.texcoord.xy, true);// _MainTex_ST.y < 0.0); } 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.texcoords.xy).r, tex2D(_ChromaTex, IN.texcoords.xy).rg); #else float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoords.xy).r, tex2D(_ChromaTex, IN.texcoords.xy).ra); #endif fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0); #else fixed4 col = tex2D(_MainTex, IN.texcoords.xy); #endif #if APPLY_GAMMA col.rgb = GammaToLinear(col.rgb); #endif #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT // Sample the alpha #if USE_YPCBCR col.a = tex2D(_MainTex, IN.texcoords.zw).r; #else fixed4 alpha = tex2D(_MainTex, IN.texcoords.zw); #if APPLY_GAMMA alpha.rgb = GammaToLinear(alpha.rgb); #endif col.a = (alpha.r + alpha.g + alpha.b) / 3.0; #endif #endif col *= _Color; o.Albedo = col.rgb; o.Alpha = col.a; } ENDCG } Fallback "Legacy Shaders/Transparent/VertexLit" }