Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog)" { Properties { _MainTex ("Texture", 2D) = "black" {} _ChromaTex("Chroma", 2D) = "white" {} _MainTex_R ("Right Eye Base", 2D) = "black" { } _ChromaTex_R ("Right Eye Chroma", 2D) = "gray" { } [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV, TwoTextures)] Stereo ("Stereo Mode", Float) = 0 [KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", 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 } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector" = "True" "Queue" = "Background" } ZWrite On //ZTest Always 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 //#define STEREO_DEBUG 1 //#define HIGH_QUALITY 1 #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 STEREO_TWO_TEXTURES #pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_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 float2 uv : TEXCOORD0; // texture coordinate UNITY_FOG_COORDS(1) #endif #if STEREO_DEBUG half4 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 float4x4 _MainTex_Xfrm; #if STEREO_TWO_TEXTURES uniform sampler2D _MainTex_R; #if USE_YPCBCR uniform sampler2D _ChromaTex_R; #endif #endif 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 // Apply texture transformation matrix - adjusts for offset/cropping (when the decoder // decodes in blocks that overrun the video frame size, it pads) o.uv.xy = mul(_MainTex_Xfrm, float4(v.uv.xy, 0.0, 1.0)).xy; o.uv.xy = TRANSFORM_TEX(o.uv, _MainTex); #if LAYOUT_EQUIRECT180 o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5; #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 (IsStereoEyeRight()) { o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex); o.uv.xy = float2(1.0 - o.uv.x, o.uv.y); } #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; } inline half4 sampleTextureForEye(float2 uv, bool rightEye) { #if STEREO_TWO_TEXTURES if (rightEye) { #if USE_YPCBCR return SampleYpCbCr(_MainTex_R, _ChromaTex_R, uv, _YpCbCrTransform); #else return SampleRGBA(_MainTex_R, uv); #endif } else #endif { #if USE_YPCBCR return SampleYpCbCr(_MainTex, _ChromaTex, uv, _YpCbCrTransform); #else return SampleRGBA(_MainTex, uv); #endif } } fixed4 frag(v2f i) : SV_Target { #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); #endif #if HIGH_QUALITY float M_1_PI = 1.0 / 3.1415926535897932384626433832795; float M_1_2PI = 1.0 / 6.283185307179586476925286766559; float3 n = normalize(i.normal); float x = 0.5 - atan2(n.z, n.x) * M_1_2PI + 0.75; x = fmod(x, 1.0); float y = 0.5 - asin(-n.y) * M_1_PI; float2 uv = TRANSFORM_TEX(float2(x, y), _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 #else float2 uv = i.uv; #endif half4 col = sampleTextureForEye(uv, IsStereoEyeRight()); #if STEREO_DEBUG col *= i.tint; #endif UNITY_APPLY_FOG(i.fogCoord, col); return fixed4(col.rgb, 1.0); } ENDCG } } }