UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo-Unlit.shader

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Executable File

Shader "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" { }
_ChromaTex ("Chroma", 2D) = "gray" { }
_Color("Main Color", Color) = (1,1,1,1)
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
LOD 100
Lighting Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USE_YPCBCR
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
#if STEREO_CUSTOM_UV
float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
#endif
#ifdef UNITY_STEREO_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
#if STEREO_DEBUG
float4 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;
uniform fixed4 _Color;
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);
// 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 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;
#elif STEREO_CUSTOM_UV
if (!IsStereoEyeLeft())
{
o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
}
#endif
#if STEREO_DEBUG
o.tint = GetStereoDebugTint(IsStereoEyeLeft());
#endif
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
#if USE_YPCBCR
col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
#else
col = SampleRGBA(_MainTex, i.uv.xy);
#endif
col *= _Color;
#if STEREO_DEBUG
col *= i.tint;
#endif
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}