104 lines
2.0 KiB
Plaintext
Executable File
104 lines
2.0 KiB
Plaintext
Executable File
Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog) Stereo UV"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "black" {}
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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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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "IgnoreProjector" = "True" "Queue" = "Background" }
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ZWrite On
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//ZTest Always
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Cull Front
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Lighting Off
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "AVProVideo.cginc"
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//#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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//#define STEREO_DEBUG 1
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//#define HIGH_QUALITY 1
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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 __ STEREO_DEBUG
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#pragma multi_compile __ APPLY_GAMMA
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struct appdata
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{
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float4 vertex : POSITION; // vertex position
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float2 uv : TEXCOORD0; // texture coordinate 1
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float2 uv2 : TEXCOORD1; // texture coordinate 2
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};
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struct v2f
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{
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float4 vertex : SV_POSITION; // clip space position
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float2 uv : TEXCOORD0; // texture coordinate
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UNITY_FOG_COORDS(1)
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#if STEREO_DEBUG
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float4 tint : COLOR;
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#endif
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};
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = XFormObjectToClip(v.vertex);
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if (IsStereoEyeLeft())
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{
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
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}
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else
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{
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o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
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o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
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}
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#if STEREO_DEBUG
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o.tint = GetStereoDebugTint(IsStereoEyeLeft());
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#endif
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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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float2 uv;
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uv = i.uv;
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fixed4 col = tex2D(_MainTex, uv);
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#if APPLY_GAMMA
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col.rgb = GammaToLinear(col.rgb);
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#endif
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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 fixed4(col.rgb, 1.0);
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}
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ENDCG
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}
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}
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} |