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

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Shader "AVProVideo/Internal/Preview"
{
Properties
{
_MainTex("Texture", any) = "" {}
}
SubShader
{
Tags { "ForceSupported" = "True" }
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
Cull Off
ZWrite Off
ZTest Always
Pass
{
Name "ALPHA BLEND"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "../AVProVideo.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _MainTex;
uniform sampler2D _GUIClipTexture;
uniform bool _ManualTex2SRGB;
uniform float4 _MainTex_ST;
uniform fixed4 _Color;
uniform float4x4 unity_GUIClipTextureMatrix;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
float3 eyePos = UnityObjectToViewPos(v.vertex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 colTex = tex2D(_MainTex, i.texcoord);
if (_ManualTex2SRGB)
colTex.rgb = LinearToGamma(colTex.rgb);
fixed4 col = colTex * i.color;
col.a *= tex2D(_GUIClipTexture, i.clipUV).a;
return col;
}
ENDCG
}
}
Fallback off
}