281 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			281 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
| Shader "AVProVideo/VR/InsideSphere Unlit Transparent(stereo+color+fog+alpha)"
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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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| 		_Color("Main Color", Color) = (1,1,1,1)
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| 
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| 		[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
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| 		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", 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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| 		_EdgeFeather("Edge Feather", Range (0, 1)) = 0.02
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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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| 		ZWrite On
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| 		//ZTest Always
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| 		Blend SrcAlpha OneMinusSrcAlpha
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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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| #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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| 
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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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| 			#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 STEREO_DEBUG_OFF STEREO_DEBUG
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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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| 
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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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|             };
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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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| 				
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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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|                 float4 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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| 
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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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| #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 float3 _cameraPosition;
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| 			uniform fixed4 _Color;
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| 			uniform float _EdgeFeather;
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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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| #if !HIGH_QUALITY
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| 				o.uv.zw = 0.0;
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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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| 				// Set value for clipping if UV area is behind viewer
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| 				o.uv.z = -1.0;
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| 				if (v.uv.x > 0.25 && v.uv.x < 0.75)
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| 				{
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| 					o.uv.z = 1.0;
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| 				}
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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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| 
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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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| 
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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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| 				
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| #if !HIGH_QUALITY
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| 	#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
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| 				o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y > 0.0);
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| 	#endif
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| #endif
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| 
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| #if HIGH_QUALITY
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| 				o.normal = v.normal;
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| #endif
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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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|                 return o;
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| 			}
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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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| 				float4 uv = 0;
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| #if HIGH_QUALITY
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| 				float3 n = normalize(i.normal);
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| 				#if LAYOUT_EQUIRECT180
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| 				clip(-n.z);	// Clip pixels on the back of the sphere
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| 				#endif
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| 
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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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| 				#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
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| 				uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
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| 				#endif
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| #else
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| 				uv = i.uv;
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| 				#if LAYOUT_EQUIRECT180
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| 				clip(i.uv.z);	// Clip pixels on the back of the sphere
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| 				#endif
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| #endif
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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, 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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| 
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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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| 				fixed4 alpha = tex2D(_MainTex, 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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| 
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| 				col.a = (alpha.r + alpha.g + alpha.b) / 3.0;
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| 				//col.a = (alpha.r + alpha.g + alpha.g + alpha.b) / 4.0;
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| 
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| 				//clip(col.a - 0.01);
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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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| 				col *= _Color;
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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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| #if LAYOUT_EQUIRECT180
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| 				// Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges
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| 				if (_EdgeFeather > 0.0)
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| 				{
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| 					float4 featherDirection = float4(0.0, 0.0, 1.0, 1.0);
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| 					
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| #if STEREO_TOP_BOTTOM 
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| 					if (uv.y > 0.5)
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| 					{
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| 						featherDirection.y = 0.5;
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| 					}
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| 					else
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| 					{
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| 						featherDirection.w = 0.5;
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| 					}
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| #endif
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| 
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| #if STEREO_LEFT_RIGHT
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| 					if (uv.x > 0.5)
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| 					{
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| 						featherDirection.x = 0.5;
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| 					}
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| 					else
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| 					{
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| 						featherDirection.z = 0.5;
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| 					}
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| #endif
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| 
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| 
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| #if ALPHAPACK_TOP_BOTTOM
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| 					featherDirection.w *= 0.5;
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| #endif
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| 
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| #if ALPHAPACK_LEFT_RIGHT
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| 					featherDirection.z *= 0.5;
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| #endif
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| 
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| 					float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
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| 					float a = smoothstep(0.0, _EdgeFeather, d);
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| 					col.a *= a;
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| 				}
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| #endif
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| 
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| 				return col;
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| 
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| 			}
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|             ENDCG
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|         }
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|     }
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| } |