123 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| Shader "AVProVideo/Background/Full Screen Transparent"
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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) = "gray" {}
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| 		_Color("Main Color", Color) = (1,1,1,1)
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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"="Background+1" "RenderType" = "Transparent" }
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| 		LOD 100
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| 		Cull Off
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| 		ZWrite Off
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| 		ZTest Always
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| 		Lighting Off
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| 		Blend SrcAlpha OneMinusSrcAlpha
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| 
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| 		Pass
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| 		{
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| 			CGPROGRAM
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| 			#pragma vertex vert
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| 			#pragma fragment frag
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| 			
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| 			#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
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| 
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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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| 
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| 			#include "UnityCG.cginc"
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| 			#include "AVProVideo.cginc"
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| 
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| 			struct v2f
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| 			{
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| 				float4 vertex : SV_POSITION;
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| 				float4 uv : TEXCOORD0;
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| 			};
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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 float4 _MainTex_TexelSize;
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| 			uniform fixed4 _Color;
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| 
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| 			v2f vert (appdata_img v)
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| 			{
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| 				v2f o;
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| 
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| 				float2 scale = ScaleZoomToFit(_ScreenParams.x, _ScreenParams.y, _MainTex_TexelSize.z, _MainTex_TexelSize.w);
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| 				float2 pos = ((v.vertex.xy) * scale * 2.0);		
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| 
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| 				// we're rendering with upside-down flipped projection,
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| 				// so flip the vertical UV coordinate too
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| 				if (_ProjectionParams.x < 0.0)
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| 				{
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| 					pos.y = (1.0 - pos.y) - 1.0;
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| 				}
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| 
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| 				o.vertex = float4(pos.xy, UNITY_NEAR_CLIP_VALUE, 1.0);
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| 
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| 				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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| 
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| 				// Horrible hack to undo the scale transform to fit into our UV packing layout logic...
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| 				if (_MainTex_ST.y < 0.0)
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| 				{
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| 					o.uv.y = 1.0 - o.uv.y;
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| 				}
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| 
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| 				o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y < 0.0);
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| 				
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| 				return o;
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| 			}
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| 			
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| 			fixed4 frag (v2f i) : SV_Target
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| 			{
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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, i.uv.xy).r, tex2D(_ChromaTex, i.uv.xy).rg);
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| 	#else
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| 				float3 ypcbcr = float3(tex2D(_MainTex, i.uv.xy).r, tex2D(_ChromaTex, i.uv.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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| 				// Sample RGB
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| 				fixed4 col = tex2D(_MainTex, i.uv.xy);
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| #endif
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| 
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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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| 
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| #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
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| 				// Sample the alpha
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| 
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| #if USE_YPCBCR
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| 				col.a = tex2D(_MainTex, i.uv.zw).r;
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| #else
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| 				fixed4 alpha = tex2D(_MainTex, i.uv.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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| 
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| 				col *= _Color;
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| 
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| 				return col;
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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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