NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-Background-FullS...

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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
}
}
}