174 lines
4.3 KiB
Plaintext
174 lines
4.3 KiB
Plaintext
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
|
|
}
|
|
}
|
|
}
|