UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo-Lit-Transparent-...

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Executable File

Shader "AVProVideo/Lit/Transparent Diffuse (texture+color+fog+packed alpha)"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB)", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "black" {}
[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 { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 200
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:VertexFunction alpha
// 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 "AVProVideo.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
uniform float4x4 _YpCbCrTransform;
#endif
uniform fixed4 _Color;
struct Input
{
float4 texcoords;
};
void VertexFunction(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.texcoords = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, v.texcoord, _MainTex_ST.y < 0.0);
}
void surf(Input IN, inout SurfaceOutput o)
{
fixed4 col;
#if USE_YPCBCR
col = SampleYpCbCr(_MainTex, _ChromaTex, IN.texcoords.xy, _YpCbCrTransform);
#else
col = SampleRGBA(_MainTex, IN.texcoords.xy);
#endif
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
col.a = SamplePackedAlpha(_MainTex, IN.texcoords.zw);
#endif
col *= _Color;
o.Albedo = col.rgb;
o.Alpha = col.a;
}
ENDCG
}
Fallback "Legacy Shaders/Transparent/VertexLit"
}