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 } } }