Shader "AVProVideo/Unlit/Opaque (texture+color support) - Android OES ONLY" { Properties { _MainTex ("Base (RGB)", 2D) = "black" {} _ChromaTex("Chroma", 2D) = "gray" {} _Color("Main Color", Color) = (1,1,1,1) [KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" } LOD 100 Lighting Off Cull Off Pass { GLSLPROGRAM #pragma only_renderers gles gles3 #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 vec4 _MainTex_ST; /// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc /// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/) vec2 transformTex(vec4 texCoord, vec4 texST) { return (texCoord.xy * texST.xy + texST.zw); } void main() { gl_Position = XFormObjectToClip(gl_Vertex); texVal = transformTex(gl_MultiTexCoord0, _MainTex_ST); //texVal.x = 1.0 - texVal.x; texVal.y = 1.0 - texVal.y; } #endif #ifdef FRAGMENT varying vec2 texVal; uniform samplerExternalOES _MainTex; void main() { #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) gl_FragColor = texture2D(_MainTex, texVal.xy); #else gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); #endif } #endif ENDGLSL } } Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)" }