NewN_UAVPlane/Assets/3rdParty/AVProVideo/Demos/Materials/UI-DefaultFont-ExtraTexture...

117 lines
2.7 KiB
Plaintext

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UI/Default Font - Extra Texture" {
Properties {
_MainTex ("Font Texture", 2D) = "white" {}
_OverlayTex ("Overlay Texture", 2D) = "white" {}
_Color ("Text Color", 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
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
_ChromaTex("Chroma", 2D) = "gray" {}
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Lighting Off
Cull Off
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "../../Resources/Shaders/AVProVideo.cginc"
#pragma multi_compile __ USE_YPCBCR
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _OverlayTex;
#if USE_YPCBCR
sampler2D _ChromaTex;
#endif
uniform float4 _MainTex_ST;
uniform float4 _OverlayTex_ST;
uniform fixed4 _Color;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * _Color;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef UNITY_HALF_TEXEL_OFFSET
o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
o.texcoord2 = (o.vertex.xy + 1) / 2;
o.texcoord2.y = 1 - o.texcoord2.y;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = i.color;
#if USE_YPCBCR
#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
float3 ypcbcr = float3(tex2D(_OverlayTex, i.texcoord2).r, tex2D(_ChromaTex, i.texcoord2).rg);
#else
float3 ypcbcr = float3(tex2D(_OverlayTex, i.texcoord2).r, tex2D(_ChromaTex, i.texcoord2).ra);
#endif
fixed4 overlay = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
#else
fixed4 overlay = fixed4(tex2D(_OverlayTex, i.texcoord2).rgb, 1.0);
#endif
col.a *= tex2D(_MainTex, i.texcoord).a;
clip (col.a - 0.01);
col *= overlay;
return col;
}
ENDCG
}
}
}