NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-Lit-Transparent-...

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Shader "AVProVideo/Lit/Transparent Diffuse (texture+color+fog+packed alpha)"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB)", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "black" {}
[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" }
LOD 200
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:VertexFunction alpha
#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 "AVProVideo.cginc"
uniform sampler2D _MainTex;
//uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform fixed4 _Color;
uniform float3 _cameraPosition;
struct Input
{
float4 texcoords;
};
void VertexFunction(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.texcoords = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, v.texcoord.xy, true);// _MainTex_ST.y < 0.0);
}
void surf(Input IN, inout SurfaceOutput o)
{
#if USE_YPCBCR
#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoords.xy).r, tex2D(_ChromaTex, IN.texcoords.xy).rg);
#else
float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoords.xy).r, tex2D(_ChromaTex, IN.texcoords.xy).ra);
#endif
fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
fixed4 col = tex2D(_MainTex, IN.texcoords.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, IN.texcoords.zw).r;
#else
fixed4 alpha = tex2D(_MainTex, IN.texcoords.zw);
#if APPLY_GAMMA
alpha.rgb = GammaToLinear(alpha.rgb);
#endif
col.a = (alpha.r + alpha.g + alpha.b) / 3.0;
#endif
#endif
col *= _Color;
o.Albedo = col.rgb;
o.Alpha = col.a;
}
ENDCG
}
Fallback "Legacy Shaders/Transparent/VertexLit"
}