Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)" { Properties { _MainTex ("Texture", 2D) = "black" {} _ChromaTex("Chroma", 2D) = "white" {} _Color("Main Color", Color) = (1,1,1,1) [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0 [KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0 [Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0 [KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0 [Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0 _EdgeFeather("Edge Feather", Range (0, 1)) = 0.02 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } ZWrite On //ZTest Always Blend SrcAlpha OneMinusSrcAlpha Cull Front Lighting Off Pass { CGPROGRAM #include "UnityCG.cginc" #include "AVProVideo.cginc" #if HIGH_QUALITY || APPLY_GAMMA #pragma target 3.0 #endif #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog // TODO: replace use multi_compile_local instead (Unity 2019.1 feature) #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 __ STEREO_DEBUG #pragma multi_compile __ HIGH_QUALITY #pragma multi_compile __ APPLY_GAMMA #pragma multi_compile __ USE_YPCBCR #pragma multi_compile __ LAYOUT_EQUIRECT180 struct appdata { float4 vertex : POSITION; // vertex position #if HIGH_QUALITY float3 normal : NORMAL; #else float2 uv : TEXCOORD0; // texture coordinate #if STEREO_CUSTOM_UV float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0) #endif #endif #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 vertex : SV_POSITION; // clip space position #if HIGH_QUALITY float3 normal : TEXCOORD0; #if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT float4 scaleOffset : TEXCOORD1; // texture coordinate UNITY_FOG_COORDS(2) #else UNITY_FOG_COORDS(1) #endif #else float4 uv : TEXCOORD0; // texture coordinate UNITY_FOG_COORDS(1) #endif #if STEREO_DEBUG float4 tint : COLOR; #endif #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_OUTPUT_STEREO #endif }; uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; uniform float4x4 _YpCbCrTransform; #endif uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform fixed4 _Color; uniform float _EdgeFeather; v2f vert (appdata v) { v2f o; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_INSTANCE_ID(v); // calculates and sets the built-n unity_StereoEyeIndex and unity_InstanceID Unity shader variables to the correct values based on which eye the GPU is currently rendering UNITY_INITIALIZE_OUTPUT(v2f, o); // initializes all v2f values to 0 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // tells the GPU which eye in the texture array it should render to #endif o.vertex = XFormObjectToClip(v.vertex); #if !HIGH_QUALITY o.uv.zw = 0.0; o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); #if LAYOUT_EQUIRECT180 o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5; // Set value for clipping if UV area is behind viewer o.uv.z = -1.0; if (v.uv.x > 0.25 && v.uv.x < 0.75) { o.uv.z = 1.0; } #endif o.uv.xy = float2(1.0-o.uv.x, o.uv.y); #endif #if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0); #if !HIGH_QUALITY o.uv.xy *= scaleOffset.xy; o.uv.xy += scaleOffset.zw; #else o.scaleOffset = scaleOffset; #endif #elif STEREO_CUSTOM_UV && !HIGH_QUALITY if (!IsStereoEyeLeft()) { o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex); o.uv.xy = float2(1.0 - o.uv.x, o.uv.y); } #endif #if !HIGH_QUALITY #if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y > 0.0); #endif #endif #if HIGH_QUALITY o.normal = v.normal; #endif #if STEREO_DEBUG o.tint = GetStereoDebugTint(IsStereoEyeLeft()); #endif UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { float4 uv = 0; #if HIGH_QUALITY float3 n = normalize(i.normal); #if LAYOUT_EQUIRECT180 clip(-n.z); // Clip pixels on the back of the sphere #endif float M_1_PI = 1.0 / 3.1415926535897932384626433832795; float M_1_2PI = 1.0 / 6.283185307179586476925286766559; uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI; uv.y = 0.5 - asin(-n.y) * M_1_PI; uv.x += 0.75; uv.x = fmod(uv.x, 1.0); //uv.x = uv.x % 1.0; uv.xy = TRANSFORM_TEX(uv, _MainTex); #if LAYOUT_EQUIRECT180 uv.x = ((uv.x - 0.5) * 2.0) + 0.5; #endif #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT uv.xy *= i.scaleOffset.xy; uv.xy += i.scaleOffset.zw; #endif #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0); #endif #else uv = i.uv; #if LAYOUT_EQUIRECT180 clip(i.uv.z); // Clip pixels on the back of the sphere #endif #endif fixed4 col; #if USE_YPCBCR col = SampleYpCbCr(_MainTex, _ChromaTex, uv.xy, _YpCbCrTransform); #else col = SampleRGBA(_MainTex, uv.xy); #endif #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT col.a = SamplePackedAlpha(_MainTex, uv.zw); #endif #if STEREO_DEBUG col *= i.tint; #endif col *= _Color; UNITY_APPLY_FOG(i.fogCoord, col); #if 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) { float4 featherDirection = float4(0.0, 0.0, 1.0, 1.0); #if STEREO_TOP_BOTTOM if (uv.y > 0.5) { featherDirection.y = 0.5; } else { featherDirection.w = 0.5; } #endif #if STEREO_LEFT_RIGHT if (uv.x > 0.5) { featherDirection.x = 0.5; } else { featherDirection.z = 0.5; } #endif #if ALPHAPACK_TOP_BOTTOM featherDirection.w *= 0.5; #endif #if 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 return col; } ENDCG } } }