UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/Resources/AVProVideo-Internal-UI-Defa...

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Shader "AVProVideo/Internal/UI/Transparent Packed (stereo)"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// 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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ USE_YPCBCR
#if APPLY_GAMMA
//#pragma target 3.0
#endif
#include "UnityCG.cginc"
// TODO: once we drop support for Unity 4.x then we can include this
//#include "UnityUI.cginc"
#include "../AVProVideo.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half4 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
uniform fixed4 _Color;
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
uniform float4x4 _YpCbCrTransform;
#endif
uniform float4 _MainTex_TexelSize;
uniform float _VertScale;
uniform float4 _ClipRect;
inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
{
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
return inside.x * inside.y;
}
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = XFormObjectToClip(IN.vertex);
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.uv.xy = IN.texcoord.xy;
// Horrible hack to undo the scale transform to fit into our UV packing layout logic...
if (_VertScale < 0.0)
{
OUT.uv.y = 1.0 - OUT.uv.y;
}
#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_TexelSize.y < 0.0);
OUT.uv.xy *= scaleOffset.xy;
OUT.uv.xy += scaleOffset.zw;
#endif
OUT.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, OUT.uv.xy, _VertScale < 0.0);
OUT.color = IN.color * _Color;
#if STEREO_DEBUG
OUT.color *= GetStereoDebugTint(IsStereoEyeLeft());
#endif
return OUT;
}
half4 frag(v2f i) : SV_Target
{
half4 col;
#if USE_YPCBCR
col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
#else
col = SampleRGBA(_MainTex, i.uv.xy);
#endif
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
col.a = SamplePackedAlpha(_MainTex, i.uv.zw);
#endif
col *= i.color;
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
clip(col.a - 0.001);
return col;
}
ENDCG
}
}
}