94 lines
2.6 KiB
Plaintext
94 lines
2.6 KiB
Plaintext
Shader "AVProVideo/Lit/Diffuse (texture+color+fog+stereo support)"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Base (RGB)", 2D) = "white" {}
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_ChromaTex("Chroma", 2D) = "white" {}
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[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
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[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
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[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
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}
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SubShader
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{
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Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Geometry" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert vertex:VertexFunction
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#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
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// TODO: Change XX_OFF to __ for Unity 5.0 and above
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// this was just added for Unity 4.x compatibility as __ causes
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// Android and iOS builds to fail the shader
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#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
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#pragma multi_compile STEREO_DEBUG_OFF STEREO_DEBUG
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#pragma multi_compile USE_YPCBCR_OFF USE_YPCBCR
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#include "AVProVideo.cginc"
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uniform sampler2D _MainTex;
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#if USE_YPCBCR
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uniform sampler2D _ChromaTex;
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#endif
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uniform fixed4 _Color;
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uniform float3 _cameraPosition;
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struct Input
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{
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float2 uv_MainTex;
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#if STEREO_DEBUG
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float4 color;
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#endif
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};
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void VertexFunction(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz), true);
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o.uv_MainTex = v.texcoord.xy *= scaleOffset.xy;
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o.uv_MainTex = v.texcoord.xy += scaleOffset.zw;
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#elif STEREO_CUSTOM_UV
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o.uv_MainTex = v.texcoord.xy;
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if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz))
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{
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o.uv_MainTex = v.texcoord1.xy;
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}
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#endif
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#if STEREO_DEBUG
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o.color = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz));
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#endif
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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#if USE_YPCBCR
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#if SHADER_API_METAL || SHADER_API_GLES || SHADER_API_GLES3
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float3 ypcbcr = float3(tex2D(_MainTex, IN.uv_MainTex).r, tex2D(_ChromaTex, IN.uv_MainTex).rg);
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#else
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float3 ypcbcr = float3(tex2D(_MainTex, IN.uv_MainTex).r, tex2D(_ChromaTex, IN.uv_MainTex).ra);
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#endif
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fixed4 c = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
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#else
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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#endif
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#if APPLY_GAMMA
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c.rgb = GammaToLinear(c.rgb);
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#endif
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#if STEREO_DEBUG
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c *= IN.color;
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#endif
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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Fallback "Legacy Shaders/Transparent/VertexLit"
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} |