NewN_UAVPlane/Assets/3rdParty/AVProVideo/Resources/Shaders/AVProVideo-UI-Default-Stere...

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Shader "AVProVideo/UI/Stereo"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[KeywordEnum(None, Top_Bottom, Left_Right)] 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
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_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 STEREO_DEBUG_OFF STEREO_DEBUG
#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
uniform fixed4 _Color;
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform float3 _cameraPosition;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = XFormObjectToClip(IN.vertex);
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.texcoord.xy = IN.texcoord.xy;
#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), _MainTex_ST.y < 0.0);
OUT.texcoord.xy *= scaleOffset.xy;
OUT.texcoord.xy += scaleOffset.zw;
#endif
OUT.color = IN.color * _Color;
#if STEREO_DEBUG
OUT.color *= GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz));
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
#if USE_YPCBCR
#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoord).r, tex2D(_ChromaTex, IN.texcoord).rg);
#else
float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoord).r, tex2D(_ChromaTex, IN.texcoord).ra);
#endif
half4 color = half4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
half4 color = tex2D(_MainTex, IN.texcoord.xy);
#endif
#if APPLY_GAMMA
color.rgb = GammaToLinear(color.rgb);
#endif
color *= IN.color;
return color;
}
ENDCG
}
}
}