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)" }