Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+alpha) - Android OES ONLY" { Properties { _MainTex ("Base (RGB)", 2D) = "black" {} _ChromaTex("Chroma", 2D) = "white" {} // For fallback shader _Color("Color", Color) = (0.0, 1.0, 0.0, 1.0) [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0 [KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0 [KeywordEnum(None, Left, Right)] ForceEye("Force Eye Mode", Float) = 0 [KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0 [Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0 [Toggle(HIGH_QUALITY)] _HighQuality("High Quality", Float) = 0 [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0 _EdgeFeather("Edge Feather", Range (0, 1)) = 0.02 } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } Pass { ZWrite On Blend SrcAlpha OneMinusSrcAlpha Cull Front Lighting Off GLSLPROGRAM #pragma only_renderers gles gles3 #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV #pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT #pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT #pragma multi_compile __ LAYOUT_EQUIRECT180 #pragma multi_compile __ STEREO_DEBUG #pragma multi_compile __ HIGH_QUALITY #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 INLINE bool Android_IsStereoEyeLeft() { #if defined(STEREO_MULTIVIEW_ON) int eyeIndex = SetupStereoEyeIndex(); return (eyeIndex == 0); #else return IsStereoEyeLeft(); #endif } #if defined(HIGH_QUALITY) varying vec3 texNormal; #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) varying vec4 texScaleOffset; #endif #else varying vec3 texVal; #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT) varying vec2 alphaPackOffset; #endif uniform vec4 _MainTex_ST; uniform vec4 _MainTex_TexelSize; uniform mat4 _MainTex_Xfrm; #endif #if defined(STEREO_DEBUG) varying vec4 tint; #endif /// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc /// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/) vec2 transformTex(vec2 texCoord, vec4 texST) { return (texCoord * texST.xy + texST.zw); } void main() { #if defined(STEREO_MULTIVIEW_ON) int eyeIndex = SetupStereoEyeIndex(); mat4 vpMatrix = GetStereoMatrixVP(eyeIndex); gl_Position = vpMatrix * unity_ObjectToWorld * gl_Vertex; #else gl_Position = XFormObjectToClip(gl_Vertex); #endif #if defined(HIGH_QUALITY) texNormal = normalize(gl_Normal.xyz); #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) texScaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false); #endif #else texVal.xy = gl_MultiTexCoord0.xy; texVal.xy = transformTex(gl_MultiTexCoord0.xy, _MainTex_ST); texVal.x = 1.0 - texVal.x; #if defined(LAYOUT_EQUIRECT180) texVal.x = ((texVal.x - 0.5) * 2.0) + 0.5; // Set value for clipping if UV area is behind viewer texVal.z = (gl_MultiTexCoord0.x > 0.25 && gl_MultiTexCoord0.x < 0.75) ? 1.0 : -1.0; #else texVal.z = 0.0; #endif // 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; #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false); texVal.xy *= scaleOffset.xy; texVal.xy += scaleOffset.zw; #elif defined(STEREO_CUSTOM_UV) if(!Android_IsStereoEyeLeft()) { texVal.xy= transformTex(gl_MultiTexCoord1.xy, _MainTex_ST); texVal.xy = vec2(1.0, 1.0) - texVal.xy; } #endif #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT) vec4 alphaOffset = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0); #if defined(ALPHAPACK_TOP_BOTTOM) alphaOffset.yw = alphaOffset.wy; #endif texVal.xy = alphaOffset.xy; alphaPackOffset = alphaOffset.zw; #endif #endif #if defined(STEREO_DEBUG) tint = GetStereoDebugTint(Android_IsStereoEyeLeft()); #endif } #endif #ifdef FRAGMENT #if defined(HIGH_QUALITY) #if defined (GL_FRAGMENT_PRECISION_HIGH) precision highp float; #endif varying vec3 texNormal; #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) varying vec4 texScaleOffset; #endif uniform mat4 _MainTex_Xfrm; #else varying vec3 texVal; #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT) varying vec2 alphaPackOffset; #endif #endif uniform float _EdgeFeather; #if defined(STEREO_DEBUG) varying vec4 tint; #endif #if defined(HIGH_QUALITY) vec2 NormalToEquiRect(vec3 n) { const float M_1_PI = 0.31830988618379067153776752674503; // 1.0/PI const float M_1_2PI = 0.15915494309189533576888376337251; // 2.0/PI vec2 uv; uv.x = 0.5 - atan(n.z, n.x) * M_1_2PI; uv.y = 0.5 - asin(-n.y) * M_1_PI; return uv; } /// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc /// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/) vec2 transformTex(vec2 texCoord, vec4 texST) { return (texCoord * texST.xy + texST.zw); } uniform vec4 _MainTex_ST; uniform vec4 _MainTex_TexelSize; #endif uniform vec4 _Color; #if defined(USING_DEFAULT_TEXTURE) uniform sampler2D _MainTex; #else uniform samplerExternalOES _MainTex; #endif void main() { vec4 uv = vec4(0.0, 0.0, 0.0, 0.0); #if defined(HIGH_QUALITY) vec3 n = normalize(texNormal); #if defined(LAYOUT_EQUIRECT180) if( n.z > 0.0001 ) { // Clip pixels on the back of the sphere discard; } #endif uv.xy = NormalToEquiRect(n); uv.x += 0.75; uv.x = mod(uv.x, 1.0); uv.xy = transformTex(uv.xy, _MainTex_ST); #if defined(LAYOUT_EQUIRECT180) uv.x = ((uv.x - 0.5) * 2.0) + 0.5; #endif // Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads) uv.xy = (_MainTex_Xfrm * vec4(uv.x, uv.y, 0.0, 1.0)).xy; #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) uv.xy *= texScaleOffset.xy; uv.xy += texScaleOffset.zw; #endif #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT) uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0); #if defined(ALPHAPACK_TOP_BOTTOM) uv.yw = uv.wy; #endif #endif #else uv.xy = texVal.xy; #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT) uv.zw = alphaPackOffset; #endif #if defined(LAYOUT_EQUIRECT180) if( texVal.z < -0.0001 ) { // Clip pixels on the back of the sphere discard; } #endif #endif vec4 col = vec4(1.0, 1.0, 0.0, 1.0); #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) #if __VERSION__ < 300 col = texture2D(_MainTex, uv.xy); #else col = texture(_MainTex, uv.xy); #endif #endif col *= _Color; #if defined(APPLY_GAMMA) col.rgb = GammaToLinear(col.rgb); #endif #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT) #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) #if __VERSION__ < 300 vec3 rgb = texture2D(_MainTex, uv.zw).rgb; #else vec3 rgb = texture(_MainTex, uv.zw).rgb; #endif col.a = (rgb.r + rgb.g + rgb.b) / 3.0; #else col.a = 1.0; #endif #endif #if defined(STEREO_DEBUG) col *= tint; #endif #if defined(LAYOUT_EQUIRECT180) // Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges if (_EdgeFeather > 0.0) { vec4 featherDirection = vec4(0.0, 0.0, 1.0, 1.0); #if defined(STEREO_TOP_BOTTOM) if (uv.y > 0.5) { featherDirection.y = 0.5; } else { featherDirection.w = 0.5; } #endif #if defined(STEREO_LEFT_RIGHT) if (uv.x > 0.5) { featherDirection.x = 0.5; } else { featherDirection.z = 0.5; } #endif #if defined(ALPHAPACK_TOP_BOTTOM) featherDirection.w *= 0.5; #endif #if defined(ALPHAPACK_LEFT_RIGHT) featherDirection.z *= 0.5; #endif float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y))); float a = smoothstep(0.0, _EdgeFeather, d); col.a *= a; } #endif gl_FragColor = col; } #endif ENDGLSL } } Fallback "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)" }