NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-UI-Default-Trans...

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Shader "AVProVideo/UI/Transparent Packed"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_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
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
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 STEREO_DEBUG_OFF STEREO_DEBUG
#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
#if APPLY_GAMMA
//#pragma target 3.0
#endif
#include "UnityCG.cginc"
// TODO: once we drop support for Unity 4.x then we can include this
//#include "UnityUI.cginc"
#include "AVProVideo.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half4 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
uniform fixed4 _Color;
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_TexelSize;
uniform float _VertScale;
uniform float4 _ClipRect;
#if UNITY_VERSION >= 520
inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
{
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
return inside.x * inside.y;
}
#endif
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = XFormObjectToClip(IN.vertex);
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.texcoord.xy = IN.texcoord.xy;
// Horrible hack to undo the scale transform to fit into our UV packing layout logic...
if (_VertScale < 0.0)
{
OUT.texcoord.y = 1.0 - OUT.texcoord.y;
}
OUT.texcoord = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, OUT.texcoord.xy, _VertScale < 0.0);
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
#if USE_YPCBCR
#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoord.xy).r, tex2D(_ChromaTex, IN.texcoord.xy).rg);
#else
float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoord.xy).r, tex2D(_ChromaTex, IN.texcoord.xy).ra);
#endif
half4 color = half4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
// Sample RGB
half4 color = tex2D(_MainTex, IN.texcoord.xy);
#endif
#if APPLY_GAMMA
color.rgb = GammaToLinear(color.rgb);
#endif
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
#if USE_YPCBCR
color.a = tex2D(_MainTex, IN.texcoord.zw).r;
#else
// Sample the alpha
half4 alpha = tex2D(_MainTex, IN.texcoord.zw);
#if APPLY_GAMMA
alpha.rgb = GammaToLinear(alpha.rgb);
#endif
color.a = (alpha.r + alpha.g + alpha.b) / 3.0;
#endif
#endif
color *= IN.color;
#if UNITY_VERSION >= 520
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
}