Shader "AVProVideo/Internal/Preview" { Properties { _MainTex("Texture", any) = "" {} } SubShader { Tags { "ForceSupported" = "True" } Blend SrcAlpha OneMinusSrcAlpha Lighting Off Cull Off ZWrite Off ZTest Always Pass { Name "ALPHA BLEND" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "../AVProVideo.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 clipUV : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform sampler2D _MainTex; uniform sampler2D _GUIClipTexture; uniform bool _ManualTex2SRGB; uniform float4 _MainTex_ST; uniform fixed4 _Color; uniform float4x4 unity_GUIClipTextureMatrix; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); float3 eyePos = UnityObjectToViewPos(v.vertex); o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 colTex = tex2D(_MainTex, i.texcoord); if (_ManualTex2SRGB) colTex.rgb = LinearToGamma(colTex.rgb); fixed4 col = colTex * i.color; col.a *= tex2D(_GUIClipTexture, i.clipUV).a; return col; } ENDCG } } Fallback off }