NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-Unlit.shader

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Shader "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" {}
_ChromaTex ("Chroma", 2D) = "gray" {}
_Color("Main Color", Color) = (1,1,1,1)
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
LOD 100
Lighting Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
// 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 STEREO_DEBUG_OFF STEREO_DEBUG
#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
#if STEREO_CUSTOM_UV
float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
#endif
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
#if UNITY_VERSION >= 500
UNITY_FOG_COORDS(1)
#endif
#if STEREO_DEBUG
float4 tint : COLOR;
#endif
};
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_ST;
uniform fixed4 _Color;
uniform float3 _cameraPosition;
v2f vert (appdata v)
{
v2f o;
o.vertex = XFormObjectToClip(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), _MainTex_ST.y < 0.0);
o.uv.xy *= scaleOffset.xy;
o.uv.xy += scaleOffset.zw;
#elif STEREO_CUSTOM_UV
if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz))
{
o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
}
#endif
#if STEREO_DEBUG
o.tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz));
#endif
#if UNITY_VERSION >= 500
UNITY_TRANSFER_FOG(o, o.vertex);
#endif
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
fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
fixed4 col = tex2D(_MainTex, i.uv.xy);
#endif
col *= _Color;
#if APPLY_GAMMA
col.rgb = GammaToLinear(col.rgb);
#endif
#if STEREO_DEBUG
col *= i.tint;
#endif
#if UNITY_VERSION >= 500
UNITY_APPLY_FOG(i.fogCoord, col);
#endif
return fixed4(col.rgb, 1.0);
}
ENDCG
}
}
}