NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-IMGUI-Transparen...

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Shader "AVProVideo/IMGUI/Texture Transparent"
{
Properties
{
_MainTex("Texture", any) = "" {}
_ChromaTex("Chroma", any) = "" {}
_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
[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 { "ForceSupported" = "True" "RenderType" = "Overlay" }
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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 "UnityCG.cginc"
#include "AVProVideo.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform float _VertScale;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = XFormObjectToClip(v.vertex);
o.color = v.color;
o.texcoord = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, TRANSFORM_TEX(v.texcoord, _MainTex), _VertScale < 0.0);
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.texcoord.xy).r, tex2D(_ChromaTex, i.texcoord.xy).rg);
#else
float3 ypcbcr = float3(tex2D(_MainTex, i.texcoord.xy).r, tex2D(_ChromaTex, i.texcoord.xy).ra);
#endif
fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
// Sample RGB
fixed4 col = tex2D(_MainTex, i.texcoord.xy);
#endif
#if APPLY_GAMMA
col.rgb = LinearToGamma(col.rgb);
#endif
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
// Sample the alpha
#if USE_YPCBCR
col.a = tex2D(_MainTex, i.texcoord.zw).r;
#else
fixed4 alpha = tex2D(_MainTex, i.texcoord.zw);
#if APPLY_GAMMA
alpha.rgb = LinearToGamma(alpha.rgb);
#endif
col.a = (alpha.r + alpha.g + alpha.b) / 3.0;
#endif
#endif
return col * i.color;
}
ENDCG
}
}
Fallback off
}