150 lines
4.0 KiB
Plaintext
Executable File
150 lines
4.0 KiB
Plaintext
Executable File
Shader "AVProVideo/Unlit/Transparent (texture+color+fog+stereo+alpha)"
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{
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Properties
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{
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_MainTex ("Base (RGB) Trans (A)", 2D) = "black" { }
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_ChromaTex("Chroma", 2D) = "gray" { }
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_Color("Main Color", Color) = (1,1,1,1)
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[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
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[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
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[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
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[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
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#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
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#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
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#pragma multi_compile __ STEREO_DEBUG
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#pragma multi_compile __ APPLY_GAMMA
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#pragma multi_compile __ USE_YPCBCR
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#include "UnityCG.cginc"
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#include "AVProVideo.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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#if STEREO_CUSTOM_UV
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float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
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#endif
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float4 uv : TEXCOORD0;
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#if STEREO_DEBUG
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float4 tint : COLOR;
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#endif
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UNITY_FOG_COORDS(1)
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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UNITY_VERTEX_OUTPUT_STEREO
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#endif
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};
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uniform sampler2D _MainTex;
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#if USE_YPCBCR
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uniform sampler2D _ChromaTex;
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uniform float4x4 _YpCbCrTransform;
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#endif
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uniform float4 _MainTex_ST;
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uniform float4 _MainTex_TexelSize;
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uniform float4x4 _MainTex_Xfrm;
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uniform fixed4 _Color;
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v2f vert (appdata v)
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{
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v2f o;
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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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
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UNITY_INITIALIZE_OUTPUT(v2f, o); // initializes all v2f values to 0
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // tells the GPU which eye in the texture array it should render to
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#endif
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o.vertex = XFormObjectToClip(v.vertex);
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// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
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o.uv.xy = mul(_MainTex_Xfrm, float4(v.uv.xy, 0.0, 1.0)).xy;
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o.uv.xy = TRANSFORM_TEX(o.uv.xy, _MainTex);
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// Horrible hack to undo the scale transform to fit into our UV packing layout logic...
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if (_MainTex_ST.y < 0.0)
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{
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o.uv.y = 1.0 - o.uv.y;
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}
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0);
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o.uv.xy *= scaleOffset.xy;
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o.uv.xy += scaleOffset.zw;
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#elif STEREO_CUSTOM_UV
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if (!IsStereoEyeLeft())
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{
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o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
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}
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#endif
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#if STEREO_DEBUG
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o.tint = GetStereoDebugTint(IsStereoEyeLeft());
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#endif
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o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y < 0.0);
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col;
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#if USE_YPCBCR
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col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
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#else
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col = SampleRGBA(_MainTex, i.uv.xy);
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#endif
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#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
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col.a = SamplePackedAlpha(_MainTex, i.uv.zw);
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#endif
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col *= _Color;
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#if STEREO_DEBUG
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col *= i.tint;
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#endif
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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