114 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			114 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog) Stereo UV"
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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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| 
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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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|     }
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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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| 
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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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| 			//#pragma target 3.0
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|             #pragma vertex vert
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|             #pragma fragment frag
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| 
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| 			//#define STEREO_DEBUG 1
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| 			//#define HIGH_QUALITY 1
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| 
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| 			#pragma multi_compile_fog
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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 STEREO_DEBUG_OFF STEREO_DEBUG
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| 			#pragma multi_compile APPLY_GAMMA_OFF APPLY_GAMMA
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| 
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|             struct appdata
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|             {
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|                 float4 vertex : POSITION;	// vertex position
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|                 float2 uv : TEXCOORD0;		// texture coordinate 1
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| 				float2 uv2 : TEXCOORD1;		// texture coordinate 2				
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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; // clip space position
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|                 float2 uv : TEXCOORD0; // texture coordinate
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| 
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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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| 
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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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| 
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|             uniform sampler2D _MainTex;
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| 			uniform float4 _MainTex_ST;
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| 			uniform float3 _cameraPosition;
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| 
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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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| 
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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.uv, _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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| 				else
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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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| 
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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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| 
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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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| 
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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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| 				float2 uv;
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| 				uv = i.uv;
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| 
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|                 fixed4 col = tex2D(_MainTex, uv);
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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 STEREO_DEBUG
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| 				col *= i.tint;
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| #endif
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| 
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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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| 
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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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| } |