Shader "AVProVideo/Internal/Resolve" { Properties { _MainTex("Texture", any) = "" { } _ChromaTex("Chroma", any) = "" { } _Color ("Tint", Color) = (1,1,1,1) _VertScale("Vertical Scale", Range(-1, 1)) = 1.0 [Toggle(USE_HSBC)] _UseHSBC("Use HSBC", Float) = 0 _Hue("Hue", Range(0, 1.0)) = 0 _Saturation("Saturation", Range(0, 1.0)) = 0.5 _Brightness("Brightness", Range(0, 1.0)) = 0.5 _Contrast("Contrast", Range(0, 1.0)) = 0.5 _InvGamma("InvGamma", Range(0.0001, 10000.0)) = 1.0 [KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0 [KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 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 { "IgnoreProjector" = "True" "PreviewType" = "Plane" } Lighting Off Cull Off ZWrite Off ZTest Always Pass { Name "RESOLVE" CGPROGRAM #pragma exclude_renderers gles #pragma vertex vert #pragma fragment frag // TODO: replace use multi_compile_local instead (Unity 2019.1 feature) #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT #pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT #pragma multi_compile __ APPLY_GAMMA #pragma multi_compile __ USE_YPCBCR #pragma multi_compile __ USE_HSBC #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 #if USE_HSBC uniform fixed _Hue, _Saturation, _Brightness, _Contrast, _InvGamma; #endif uniform fixed4 _Color; uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform float4x4 _MainTex_Xfrm; uniform float _VertScale; v2f vert(appdata_t v) { v2f o; o.vertex = XFormObjectToClip(v.vertex); o.color = v.color * _Color; o.uv.xy = mul(_MainTex_Xfrm, float4(v.texcoord, 0.0f, 1.0f)).xy; o.uv.wz = 0.0; #if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0); o.uv.xy *= scaleOffset.xy; o.uv.xy += scaleOffset.zw; #endif // NOTE: this always runs because it's also used to flip vertically o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _VertScale < 0.0); return o; } half4 frag(v2f i) : SV_Target { half4 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 #if USE_HSBC col.rgb = ApplyHSBEffect(col.rgb, fixed4(_Hue, _Saturation, _Brightness, _Contrast)); col.rgb = pow(col.rgb, _InvGamma); #endif return col * i.color; } ENDCG } } Fallback off }