Shader "AVProVideo/Internal/IMGUI/Texture Transparent" { Properties { _MainTex("Texture", any) = "" {} _ChromaTex("Chroma", any) = "" {} _VertScale("Vertical Scale", Range(-1, 1)) = 1.0 [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 { "ForceSupported" = "True" "RenderType" = "Overlay" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always 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 __ APPLY_GAMMA #pragma multi_compile __ USE_YPCBCR #include "UnityCG.cginc" #include "../AVProVideo.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 uv : TEXCOORD0; }; uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; uniform float4x4 _YpCbCrTransform; #endif uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform float _VertScale; v2f vert(appdata_t v) { v2f o; o.vertex = XFormObjectToClip(v.vertex); o.color = v.color; o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, TRANSFORM_TEX(v.texcoord, _MainTex), _VertScale < 0.0); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 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 return col * i.color; } ENDCG } } Fallback off }