UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/Resources/AVProVideo-Internal-IMGUI-T...

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Executable File

Shader "AVProVideo/Internal/IMGUI/Texture Transparent"
{
Properties
{
_MainTex("Texture", any) = "" {}
_ChromaTex("Chroma", any) = "" {}
_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
[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 { "ForceSupported" = "True" "RenderType" = "Overlay" }
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// 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 "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
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform float _VertScale;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = XFormObjectToClip(v.vertex);
o.color = v.color;
o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, TRANSFORM_TEX(v.texcoord, _MainTex), _VertScale < 0.0);
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
#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
col.a = SamplePackedAlpha(_MainTex, i.uv.zw);
#endif
return col * i.color;
}
ENDCG
}
}
Fallback off
}