106 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| Shader "AVProVideo/IMGUI/Texture Transparent"
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| {
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| 	Properties
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| 	{
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| 		_MainTex("Texture", any) = "" {}
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| 		_ChromaTex("Chroma", any) = "" {}
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| 		_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
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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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| 
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| 	SubShader
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| 	{
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| 		Tags { "ForceSupported" = "True" "RenderType" = "Overlay" }
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| 
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| 		Lighting Off
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| 		Blend SrcAlpha OneMinusSrcAlpha
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| 		Cull Off
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| 		ZWrite Off
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| 		ZTest Always
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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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| 			#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 appdata_t 
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| 			{
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| 				float4 vertex : POSITION;
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| 				fixed4 color : COLOR;
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| 				float2 texcoord : TEXCOORD0;
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| 			};
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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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| 				fixed4 color : COLOR;
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| 				float4 texcoord : 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 float _VertScale;
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| 
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| 			v2f vert(appdata_t v)
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| 			{
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| 				v2f o;
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| 				o.vertex = XFormObjectToClip(v.vertex);
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| 				o.color = v.color;
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| 				o.texcoord = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, TRANSFORM_TEX(v.texcoord, _MainTex), _VertScale < 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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| #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.texcoord.xy).r, tex2D(_ChromaTex, i.texcoord.xy).rg);
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| 	#else
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| 				float3 ypcbcr = float3(tex2D(_MainTex, i.texcoord.xy).r, tex2D(_ChromaTex, i.texcoord.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.texcoord.xy);
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| #endif
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| #if APPLY_GAMMA
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| 				col.rgb = LinearToGamma(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, i.texcoord.zw).r;	
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| 	#else
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| 				fixed4 alpha = tex2D(_MainTex, i.texcoord.zw);
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| 		#if APPLY_GAMMA
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| 				alpha.rgb = LinearToGamma(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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| 				return col * i.color;
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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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| 	Fallback off
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| } |