128 lines
3.1 KiB
Plaintext
128 lines
3.1 KiB
Plaintext
Shader "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "black" {}
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_ChromaTex ("Chroma", 2D) = "gray" {}
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_Color("Main Color", Color) = (1,1,1,1)
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[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
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[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
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[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
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LOD 100
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Lighting Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
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// TODO: Change XX_OFF to __ for Unity 5.0 and above
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// this was just added for Unity 4.x compatibility as __ causes
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// Android and iOS builds to fail the shader
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#pragma multi_compile STEREO_DEBUG_OFF STEREO_DEBUG
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#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
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#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
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#include "UnityCG.cginc"
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#include "AVProVideo.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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#if STEREO_CUSTOM_UV
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float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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#if UNITY_VERSION >= 500
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UNITY_FOG_COORDS(1)
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#endif
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#if STEREO_DEBUG
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float4 tint : COLOR;
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#endif
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};
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uniform sampler2D _MainTex;
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#if USE_YPCBCR
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uniform sampler2D _ChromaTex;
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#endif
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uniform float4 _MainTex_ST;
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uniform fixed4 _Color;
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uniform float3 _cameraPosition;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = XFormObjectToClip(v.vertex);
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), _MainTex_ST.y < 0.0);
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o.uv.xy *= scaleOffset.xy;
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o.uv.xy += scaleOffset.zw;
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#elif STEREO_CUSTOM_UV
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if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz))
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{
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o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
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}
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#endif
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#if STEREO_DEBUG
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o.tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz));
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#endif
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#if UNITY_VERSION >= 500
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UNITY_TRANSFER_FOG(o, o.vertex);
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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#if USE_YPCBCR
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#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
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float3 ypcbcr = float3(tex2D(_MainTex, i.uv).r, tex2D(_ChromaTex, i.uv).rg);
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#else
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float3 ypcbcr = float3(tex2D(_MainTex, i.uv).r, tex2D(_ChromaTex, i.uv).ra);
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#endif
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fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
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#else
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fixed4 col = tex2D(_MainTex, i.uv.xy);
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#endif
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col *= _Color;
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#if APPLY_GAMMA
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col.rgb = GammaToLinear(col.rgb);
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#endif
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#if STEREO_DEBUG
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col *= i.tint;
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#endif
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#if UNITY_VERSION >= 500
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UNITY_APPLY_FOG(i.fogCoord, col);
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#endif
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return fixed4(col.rgb, 1.0);
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}
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ENDCG
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}
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}
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}
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