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

132 lines
3.2 KiB
Plaintext
Executable File

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
}