201 lines
5.2 KiB
Plaintext
201 lines
5.2 KiB
Plaintext
Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog)"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "black" {}
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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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[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
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[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
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[Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", 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 { "RenderType"="Opaque" "IgnoreProjector" = "True" "Queue" = "Background" }
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ZWrite On
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//ZTest Always
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Cull Front
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Lighting Off
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "AVProVideo.cginc"
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#if HIGH_QUALITY || APPLY_GAMMA
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#pragma target 3.0
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#endif
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#pragma vertex vert
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#pragma fragment frag
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//#define STEREO_DEBUG 1
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//#define HIGH_QUALITY 1
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#pragma multi_compile_fog
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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 STEREO_DEBUG_OFF STEREO_DEBUG
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#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
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#pragma multi_compile HIGH_QUALITY_OFF HIGH_QUALITY
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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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#pragma multi_compile LAYOUT_NONE LAYOUT_EQUIRECT180
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struct appdata
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{
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float4 vertex : POSITION; // vertex position
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#if HIGH_QUALITY
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float3 normal : NORMAL;
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#else
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float2 uv : TEXCOORD0; // texture coordinate
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#if STEREO_CUSTOM_UV
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float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
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#endif
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION; // clip space position
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#if HIGH_QUALITY
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float3 normal : TEXCOORD0;
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 scaleOffset : TEXCOORD1; // texture coordinate
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#if UNITY_VERSION >= 500
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UNITY_FOG_COORDS(2)
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#endif
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#else
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#if UNITY_VERSION >= 500
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UNITY_FOG_COORDS(1)
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#endif
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#endif
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#else
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float2 uv : TEXCOORD0; // texture coordinate
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#if UNITY_VERSION >= 500
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UNITY_FOG_COORDS(1)
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#endif
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#endif
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#if STEREO_DEBUG
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float4 tint : COLOR;
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#endif
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};
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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 float4 _MainTex_ST;
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uniform float3 _cameraPosition;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = XFormObjectToClip(v.vertex);
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#if !HIGH_QUALITY
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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#if LAYOUT_EQUIRECT180
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o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;
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#endif
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o.uv.xy = float2(1.0-o.uv.x, o.uv.y);
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#endif
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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), _MainTex_ST.y < 0.0);
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#if !HIGH_QUALITY
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o.uv.xy *= scaleOffset.xy;
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o.uv.xy += scaleOffset.zw;
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#else
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o.scaleOffset = scaleOffset;
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#endif
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#elif STEREO_CUSTOM_UV && !HIGH_QUALITY
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if (!IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz))
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{
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o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
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o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
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}
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#endif
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#if HIGH_QUALITY
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o.normal = v.normal;
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#endif
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#if STEREO_DEBUG
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o.tint = GetStereoDebugTint(IsStereoEyeLeft(_cameraPosition, UNITY_MATRIX_V[0].xyz));
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#endif
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#if UNITY_VERSION >= 500
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UNITY_TRANSFER_FOG(o, o.vertex);
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 uv;
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#if HIGH_QUALITY
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float3 n = normalize(i.normal);
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float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
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float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
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uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
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uv.y = 0.5 - asin(-n.y) * M_1_PI;
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uv.x += 0.75;
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uv.x = fmod(uv.x, 1.0);
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//uv.x = uv.x % 1.0;
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uv.xy = TRANSFORM_TEX(uv, _MainTex);
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#if LAYOUT_EQUIRECT180
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uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
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#endif
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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uv.xy *= i.scaleOffset.xy;
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uv.xy += i.scaleOffset.zw;
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#endif
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#else
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uv = i.uv;
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#endif
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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, uv).r, tex2D(_ChromaTex, uv).rg);
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#else
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float3 ypcbcr = float3(tex2D(_MainTex, uv).r, tex2D(_ChromaTex, uv).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, uv);
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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 STEREO_DEBUG
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col *= i.tint;
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#endif
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#if UNITY_VERSION >= 500
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UNITY_APPLY_FOG(i.fogCoord, col);
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#endif
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return fixed4(col.rgb, 1.0);
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}
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ENDCG
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}
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}
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}
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