NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-Background-FullS...

123 lines
2.9 KiB
Plaintext

Shader "AVProVideo/Background/Full Screen Transparent"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "gray" {}
_Color("Main Color", Color) = (1,1,1,1)
[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"="Background+1" "RenderType" = "Transparent" }
LOD 100
Cull Off
ZWrite Off
ZTest Always
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
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 USE_YPCBCR_OFF USE_YPCBCR
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
};
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform fixed4 _Color;
v2f vert (appdata_img v)
{
v2f o;
float2 scale = ScaleZoomToFit(_ScreenParams.x, _ScreenParams.y, _MainTex_TexelSize.z, _MainTex_TexelSize.w);
float2 pos = ((v.vertex.xy) * scale * 2.0);
// we're rendering with upside-down flipped projection,
// so flip the vertical UV coordinate too
if (_ProjectionParams.x < 0.0)
{
pos.y = (1.0 - pos.y) - 1.0;
}
o.vertex = float4(pos.xy, UNITY_NEAR_CLIP_VALUE, 1.0);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
// Horrible hack to undo the scale transform to fit into our UV packing layout logic...
if (_MainTex_ST.y < 0.0)
{
o.uv.y = 1.0 - o.uv.y;
}
o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y < 0.0);
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.xy).r, tex2D(_ChromaTex, i.uv.xy).rg);
#else
float3 ypcbcr = float3(tex2D(_MainTex, i.uv.xy).r, tex2D(_ChromaTex, i.uv.xy).ra);
#endif
fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
// Sample RGB
fixed4 col = tex2D(_MainTex, i.uv.xy);
#endif
#if APPLY_GAMMA
col.rgb = GammaToLinear(col.rgb);
#endif
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
// Sample the alpha
#if USE_YPCBCR
col.a = tex2D(_MainTex, i.uv.zw).r;
#else
fixed4 alpha = tex2D(_MainTex, i.uv.zw);
#if APPLY_GAMMA
alpha.rgb = GammaToLinear(alpha.rgb);
#endif
col.a = (alpha.r + alpha.g + alpha.b) / 3.0;
#endif
#endif
col *= _Color;
return col;
}
ENDCG
}
}
}