NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-VR-InsideSphere-...

281 lines
7.3 KiB
GLSL

Shader "AVProVideo/VR/InsideSphere Unlit Transparent(stereo+color+fog+alpha)"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
[Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
_EdgeFeather("Edge Feather", Range (0, 1)) = 0.02
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
ZWrite On
//ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Cull Front
Lighting Off
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
#if HIGH_QUALITY || APPLY_GAMMA
#pragma target 3.0
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#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 STEREO_DEBUG_OFF STEREO_DEBUG
#pragma multi_compile HIGH_QUALITY_OFF HIGH_QUALITY
#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
#pragma multi_compile LAYOUT_NONE LAYOUT_EQUIRECT180
struct appdata
{
float4 vertex : POSITION; // vertex position
#if HIGH_QUALITY
float3 normal : NORMAL;
#else
float2 uv : TEXCOORD0; // texture coordinate
#if STEREO_CUSTOM_UV
float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
#endif
#endif
};
struct v2f
{
float4 vertex : SV_POSITION; // clip space position
#if HIGH_QUALITY
float3 normal : TEXCOORD0;
#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
float4 scaleOffset : TEXCOORD1; // texture coordinate
#if UNITY_VERSION >= 500
UNITY_FOG_COORDS(2)
#endif
#else
#if UNITY_VERSION >= 500
UNITY_FOG_COORDS(1)
#endif
#endif
#else
float4 uv : TEXCOORD0; // texture coordinate
#if UNITY_VERSION >= 500
UNITY_FOG_COORDS(1)
#endif
#endif
#if STEREO_DEBUG
float4 tint : COLOR;
#endif
};
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform float3 _cameraPosition;
uniform fixed4 _Color;
uniform float _EdgeFeather;
v2f vert (appdata v)
{
v2f o;
o.vertex = XFormObjectToClip(v.vertex);
#if !HIGH_QUALITY
o.uv.zw = 0.0;
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
#if LAYOUT_EQUIRECT180
o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;
// Set value for clipping if UV area is behind viewer
o.uv.z = -1.0;
if (v.uv.x > 0.25 && v.uv.x < 0.75)
{
o.uv.z = 1.0;
}
#endif
o.uv.xy = float2(1.0-o.uv.x, o.uv.y);
#endif
#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), _MainTex_ST.y < 0.0);
#if !HIGH_QUALITY
o.uv.xy *= scaleOffset.xy;
o.uv.xy += scaleOffset.zw;
#else
o.scaleOffset = scaleOffset;
#endif
#elif STEREO_CUSTOM_UV && !HIGH_QUALITY
if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz))
{
o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
}
#endif
#if !HIGH_QUALITY
#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y > 0.0);
#endif
#endif
#if HIGH_QUALITY
o.normal = v.normal;
#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
{
float4 uv = 0;
#if HIGH_QUALITY
float3 n = normalize(i.normal);
#if LAYOUT_EQUIRECT180
clip(-n.z); // Clip pixels on the back of the sphere
#endif
float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
uv.y = 0.5 - asin(-n.y) * M_1_PI;
uv.x += 0.75;
uv.x = fmod(uv.x, 1.0);
//uv.x = uv.x % 1.0;
uv.xy = TRANSFORM_TEX(uv, _MainTex);
#if LAYOUT_EQUIRECT180
uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
#endif
#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
uv.xy *= i.scaleOffset.xy;
uv.xy += i.scaleOffset.zw;
#endif
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
#endif
#else
uv = i.uv;
#if LAYOUT_EQUIRECT180
clip(i.uv.z); // Clip pixels on the back of the sphere
#endif
#endif
#if USE_YPCBCR
#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
float3 ypcbcr = float3(tex2D(_MainTex, uv).r, tex2D(_ChromaTex, uv).rg);
#else
float3 ypcbcr = float3(tex2D(_MainTex, uv).r, tex2D(_ChromaTex, uv).ra);
#endif
fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
fixed4 col = tex2D(_MainTex, uv);
#endif
#if APPLY_GAMMA
col.rgb = GammaToLinear(col.rgb);
#endif
#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
// Sample the alpha
fixed4 alpha = tex2D(_MainTex, uv.zw);
#if APPLY_GAMMA
alpha.rgb = GammaToLinear(alpha.rgb);
#endif
col.a = (alpha.r + alpha.g + alpha.b) / 3.0;
//col.a = (alpha.r + alpha.g + alpha.g + alpha.b) / 4.0;
//clip(col.a - 0.01);
#endif
#if STEREO_DEBUG
col *= i.tint;
#endif
col *= _Color;
#if UNITY_VERSION >= 500
UNITY_APPLY_FOG(i.fogCoord, col);
#endif
#if LAYOUT_EQUIRECT180
// Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges
if (_EdgeFeather > 0.0)
{
float4 featherDirection = float4(0.0, 0.0, 1.0, 1.0);
#if STEREO_TOP_BOTTOM
if (uv.y > 0.5)
{
featherDirection.y = 0.5;
}
else
{
featherDirection.w = 0.5;
}
#endif
#if STEREO_LEFT_RIGHT
if (uv.x > 0.5)
{
featherDirection.x = 0.5;
}
else
{
featherDirection.z = 0.5;
}
#endif
#if ALPHAPACK_TOP_BOTTOM
featherDirection.w *= 0.5;
#endif
#if ALPHAPACK_LEFT_RIGHT
featherDirection.z *= 0.5;
#endif
float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
float a = smoothstep(0.0, _EdgeFeather, d);
col.a *= a;
}
#endif
return col;
}
ENDCG
}
}
}