93 lines
2.2 KiB
Plaintext
93 lines
2.2 KiB
Plaintext
Shader "AVProVideo/Background/Full Screen"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "black" {}
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_ChromaTex ("Chroma", 2D) = "gray" {}
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_Color("Main Color", Color) = (1,1,1,1)
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[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
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[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
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}
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SubShader
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{
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Tags { "Queue" = "Background" "RenderType"="Opaque" }
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LOD 100
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Cull Off
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ZWrite Off
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ZTest Always
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Lighting Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// TODO: Change XX_OFF to __ for Unity 5.0 and above
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// this was just added for Unity 4.x compatibility as __ causes
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// Android and iOS builds to fail the shader
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#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
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#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
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#include "UnityCG.cginc"
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#include "AVProVideo.cginc"
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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uniform sampler2D _MainTex;
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#if USE_YPCBCR
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uniform sampler2D _ChromaTex;
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#endif
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uniform float4 _MainTex_ST;
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uniform float4 _MainTex_TexelSize;
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uniform fixed4 _Color;
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v2f vert(appdata_img v)
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{
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v2f o;
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float2 scale = ScaleZoomToFit(_ScreenParams.x, _ScreenParams.y, _MainTex_TexelSize.z, _MainTex_TexelSize.w);
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float2 pos = ((v.vertex.xy) * scale * 2.0);
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// we're rendering with upside-down flipped projection,
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// so flip the vertical UV coordinate too
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if (_ProjectionParams.x < 0.0)
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{
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pos.y = (1.0 - pos.y) - 1.0;
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}
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o.vertex = float4(pos.xy, UNITY_NEAR_CLIP_VALUE, 1.0);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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#if USE_YPCBCR
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#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
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float3 ypcbcr = float3(tex2D(_MainTex, i.uv).r, tex2D(_ChromaTex, i.uv).rg);
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#else
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float3 ypcbcr = float3(tex2D(_MainTex, i.uv).r, tex2D(_ChromaTex, i.uv).ra);
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#endif
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float3 col = Convert420YpCbCr8ToRGB(ypcbcr);
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#else
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// Sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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#endif
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#if APPLY_GAMMA
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col.rgb = GammaToLinear(col.rgb);
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#endif
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col *= _Color;
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return fixed4(col.rgb, 1.0);
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}
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ENDCG
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}
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}
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}
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