UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo-VR-InsideSphere-...

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Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+alpha) - Android OES ONLY"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "white" {} // For fallback shader
_Color("Color", Color) = (0.0, 1.0, 0.0, 1.0)
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
[KeywordEnum(None, Left, Right)] ForceEye("Force Eye Mode", Float) = 0
[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
[Toggle(HIGH_QUALITY)] _HighQuality("High Quality", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
_EdgeFeather("Edge Feather", Range (0, 1)) = 0.02
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
Pass
{
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
Cull Front
Lighting Off
GLSLPROGRAM
#pragma only_renderers gles gles3
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
#pragma multi_compile __ LAYOUT_EQUIRECT180
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ HIGH_QUALITY
#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
INLINE bool Android_IsStereoEyeLeft()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
return (eyeIndex == 0);
#else
return IsStereoEyeLeft();
#endif
}
#if defined(HIGH_QUALITY)
varying vec3 texNormal;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
varying vec4 texScaleOffset;
#endif
#else
varying vec3 texVal;
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
varying vec2 alphaPackOffset;
#endif
uniform vec4 _MainTex_ST;
uniform vec4 _MainTex_TexelSize;
uniform mat4 _MainTex_Xfrm;
#endif
#if defined(STEREO_DEBUG)
varying vec4 tint;
#endif
/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
vec2 transformTex(vec2 texCoord, vec4 texST)
{
return (texCoord * texST.xy + texST.zw);
}
void main()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
gl_Position = vpMatrix * unity_ObjectToWorld * gl_Vertex;
#else
gl_Position = XFormObjectToClip(gl_Vertex);
#endif
#if defined(HIGH_QUALITY)
texNormal = normalize(gl_Normal.xyz);
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
texScaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
#endif
#else
texVal.xy = gl_MultiTexCoord0.xy;
texVal.xy = transformTex(gl_MultiTexCoord0.xy, _MainTex_ST);
texVal.x = 1.0 - texVal.x;
#if defined(LAYOUT_EQUIRECT180)
texVal.x = ((texVal.x - 0.5) * 2.0) + 0.5;
// Set value for clipping if UV area is behind viewer
texVal.z = (gl_MultiTexCoord0.x > 0.25 && gl_MultiTexCoord0.x < 0.75) ? 1.0 : -1.0;
#else
texVal.z = 0.0;
#endif
// 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;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
texVal.xy *= scaleOffset.xy;
texVal.xy += scaleOffset.zw;
#elif defined(STEREO_CUSTOM_UV)
if(!Android_IsStereoEyeLeft())
{
texVal.xy= transformTex(gl_MultiTexCoord1.xy, _MainTex_ST);
texVal.xy = vec2(1.0, 1.0) - texVal.xy;
}
#endif
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
vec4 alphaOffset = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
#if defined(ALPHAPACK_TOP_BOTTOM)
alphaOffset.yw = alphaOffset.wy;
#endif
texVal.xy = alphaOffset.xy;
alphaPackOffset = alphaOffset.zw;
#endif
#endif
#if defined(STEREO_DEBUG)
tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
#endif
}
#endif
#ifdef FRAGMENT
#if defined(HIGH_QUALITY)
#if defined (GL_FRAGMENT_PRECISION_HIGH)
precision highp float;
#endif
varying vec3 texNormal;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
varying vec4 texScaleOffset;
#endif
uniform mat4 _MainTex_Xfrm;
#else
varying vec3 texVal;
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
varying vec2 alphaPackOffset;
#endif
#endif
uniform float _EdgeFeather;
#if defined(STEREO_DEBUG)
varying vec4 tint;
#endif
#if defined(HIGH_QUALITY)
vec2 NormalToEquiRect(vec3 n)
{
const float M_1_PI = 0.31830988618379067153776752674503; // 1.0/PI
const float M_1_2PI = 0.15915494309189533576888376337251; // 2.0/PI
vec2 uv;
uv.x = 0.5 - atan(n.z, n.x) * M_1_2PI;
uv.y = 0.5 - asin(-n.y) * M_1_PI;
return uv;
}
/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
vec2 transformTex(vec2 texCoord, vec4 texST)
{
return (texCoord * texST.xy + texST.zw);
}
uniform vec4 _MainTex_ST;
uniform vec4 _MainTex_TexelSize;
#endif
uniform vec4 _Color;
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
void main()
{
vec4 uv = vec4(0.0, 0.0, 0.0, 0.0);
#if defined(HIGH_QUALITY)
vec3 n = normalize(texNormal);
#if defined(LAYOUT_EQUIRECT180)
if( n.z > 0.0001 )
{
// Clip pixels on the back of the sphere
discard;
}
#endif
uv.xy = NormalToEquiRect(n);
uv.x += 0.75;
uv.x = mod(uv.x, 1.0);
uv.xy = transformTex(uv.xy, _MainTex_ST);
#if defined(LAYOUT_EQUIRECT180)
uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
#endif
// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
uv.xy = (_MainTex_Xfrm * vec4(uv.x, uv.y, 0.0, 1.0)).xy;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
uv.xy *= texScaleOffset.xy;
uv.xy += texScaleOffset.zw;
#endif
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
#if defined(ALPHAPACK_TOP_BOTTOM)
uv.yw = uv.wy;
#endif
#endif
#else
uv.xy = texVal.xy;
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
uv.zw = alphaPackOffset;
#endif
#if defined(LAYOUT_EQUIRECT180)
if( texVal.z < -0.0001 )
{
// Clip pixels on the back of the sphere
discard;
}
#endif
#endif
vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
#if __VERSION__ < 300
col = texture2D(_MainTex, uv.xy);
#else
col = texture(_MainTex, uv.xy);
#endif
#endif
col *= _Color;
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
#if __VERSION__ < 300
vec3 rgb = texture2D(_MainTex, uv.zw).rgb;
#else
vec3 rgb = texture(_MainTex, uv.zw).rgb;
#endif
col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
#else
col.a = 1.0;
#endif
#endif
#if defined(STEREO_DEBUG)
col *= tint;
#endif
#if defined(LAYOUT_EQUIRECT180)
// 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
if (_EdgeFeather > 0.0)
{
vec4 featherDirection = vec4(0.0, 0.0, 1.0, 1.0);
#if defined(STEREO_TOP_BOTTOM)
if (uv.y > 0.5)
{
featherDirection.y = 0.5;
}
else
{
featherDirection.w = 0.5;
}
#endif
#if defined(STEREO_LEFT_RIGHT)
if (uv.x > 0.5)
{
featherDirection.x = 0.5;
}
else
{
featherDirection.z = 0.5;
}
#endif
#if defined(ALPHAPACK_TOP_BOTTOM)
featherDirection.w *= 0.5;
#endif
#if defined(ALPHAPACK_LEFT_RIGHT)
featherDirection.z *= 0.5;
#endif
float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
float a = smoothstep(0.0, _EdgeFeather, d);
col.a *= a;
}
#endif
gl_FragColor = col;
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)"
}