91 lines
2.5 KiB
Plaintext
91 lines
2.5 KiB
Plaintext
Shader "AVProVideo/Lit/Transparent Diffuse (texture+color+fog+packed alpha)"
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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) = "black" {}
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_ChromaTex("Chroma", 2D) = "black" {}
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[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", 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"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 200
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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CGPROGRAM
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#pragma surface surf Lambert vertex:VertexFunction alpha
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#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
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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 USE_YPCBCR_OFF USE_YPCBCR
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#include "AVProVideo.cginc"
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uniform sampler2D _MainTex;
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//uniform float4 _MainTex_ST;
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uniform float4 _MainTex_TexelSize;
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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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float4 texcoords;
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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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o.texcoords = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, v.texcoord.xy, true);// _MainTex_ST.y < 0.0);
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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.texcoords.xy).r, tex2D(_ChromaTex, IN.texcoords.xy).rg);
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#else
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float3 ypcbcr = float3(tex2D(_MainTex, IN.texcoords.xy).r, tex2D(_ChromaTex, IN.texcoords.xy).ra);
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#endif
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fixed4 col = fixed4(Convert420YpCbCr8ToRGB(ypcbcr), 1.0);
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#else
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fixed4 col = tex2D(_MainTex, IN.texcoords.xy);
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#endif
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#if APPLY_GAMMA
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col.rgb = GammaToLinear(col.rgb);
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#endif
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#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
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// Sample the alpha
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#if USE_YPCBCR
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col.a = tex2D(_MainTex, IN.texcoords.zw).r;
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#else
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fixed4 alpha = tex2D(_MainTex, IN.texcoords.zw);
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#if APPLY_GAMMA
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alpha.rgb = GammaToLinear(alpha.rgb);
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#endif
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col.a = (alpha.r + alpha.g + alpha.b) / 3.0;
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#endif
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#endif
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col *= _Color;
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o.Albedo = col.rgb;
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o.Alpha = col.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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} |