UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo-Unlit-Transparen...

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Shader "AVProVideo/Unlit/Transparent (texture+alpha support) - Android OES ONLY"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" { }
_ChromaTex("Chroma", 2D) = "gray" { } // For fallback shader
_Color("Main Color", Color) = (1,1,1,1) // For fallback shader
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
Cull Off
Pass
{
GLSLPROGRAM
#pragma only_renderers gles3
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USING_DEFAULT_TEXTURE
#pragma multi_compile __ USING_URP
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
precision mediump float;
#include "UnityCG.glslinc"
#if defined(STEREO_MULTIVIEW_ON)
UNITY_SETUP_STEREO_RENDERING
#endif
#define SHADERLAB_GLSL
#include "AVProVideo.cginc"
#ifdef VERTEX
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
out vec4 texVal;
#else
out vec2 texVal;
#endif
uniform vec4 _MainTex_ST;
uniform vec4 _MainTex_TexelSize;
uniform mat4 _MainTex_Xfrm;
void main()
{
gl_Position = XFormObjectToClip(gl_Vertex);
texVal.xy = gl_MultiTexCoord0.xy;
// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
texVal.xy = (_MainTex_Xfrm * vec4(texVal.x, texVal.y, 0.0, 1.0) ).xy;
texVal.xy = TRANSFORM_TEX_ST(texVal, _MainTex_ST);
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
texVal = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
#if defined(ALPHAPACK_TOP_BOTTOM)
texVal.yw = texVal.wy;
#endif
#endif
}
#endif // VERTEX
#ifdef FRAGMENT
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
in vec4 texVal;
#else
in vec2 texVal;
#endif
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
void main()
{
vec4 col = texture(_MainTex, texVal.xy);
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
vec3 rgb = texture(_MainTex, texVal.zw).rgb;
col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
#endif
gl_FragColor = col;
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/Unlit/Transparent (texture+color+fog+stereo+alpha)"
}