265 lines
6.7 KiB
Plaintext
Executable File
265 lines
6.7 KiB
Plaintext
Executable File
Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)"
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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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_ChromaTex("Chroma", 2D) = "white" {}
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_Color("Main Color", Color) = (1,1,1,1)
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[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
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[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
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[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
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[Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", 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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_EdgeFeather("Edge Feather", Range (0, 1)) = 0.02
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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ZWrite On
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//ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha
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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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#if HIGH_QUALITY || APPLY_GAMMA
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#pragma target 3.0
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#endif
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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 __ HIGH_QUALITY
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#pragma multi_compile __ APPLY_GAMMA
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#pragma multi_compile __ USE_YPCBCR
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#pragma multi_compile __ LAYOUT_EQUIRECT180
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struct appdata
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{
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float4 vertex : POSITION; // vertex position
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#if HIGH_QUALITY
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float3 normal : NORMAL;
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#else
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float2 uv : TEXCOORD0; // texture coordinate
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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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#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; // clip space position
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#if HIGH_QUALITY
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float3 normal : TEXCOORD0;
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#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
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float4 scaleOffset : TEXCOORD1; // texture coordinate
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UNITY_FOG_COORDS(2)
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#else
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UNITY_FOG_COORDS(1)
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#endif
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#else
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float4 uv : TEXCOORD0; // texture coordinate
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UNITY_FOG_COORDS(1)
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#endif
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#if STEREO_DEBUG
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float4 tint : COLOR;
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#endif
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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 fixed4 _Color;
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uniform float _EdgeFeather;
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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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#if !HIGH_QUALITY
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o.uv.zw = 0.0;
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o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
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#if LAYOUT_EQUIRECT180
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o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;
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// Set value for clipping if UV area is behind viewer
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o.uv.z = -1.0;
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if (v.uv.x > 0.25 && v.uv.x < 0.75)
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{
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o.uv.z = 1.0;
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}
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#endif
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o.uv.xy = float2(1.0-o.uv.x, o.uv.y);
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#endif
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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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#if !HIGH_QUALITY
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o.uv.xy *= scaleOffset.xy;
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o.uv.xy += scaleOffset.zw;
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#else
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o.scaleOffset = scaleOffset;
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#endif
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#elif STEREO_CUSTOM_UV && !HIGH_QUALITY
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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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o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
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}
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#endif
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#if !HIGH_QUALITY
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#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
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o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y > 0.0);
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#endif
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#endif
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#if HIGH_QUALITY
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o.normal = v.normal;
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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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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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float4 uv = 0;
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#if HIGH_QUALITY
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float3 n = normalize(i.normal);
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#if LAYOUT_EQUIRECT180
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clip(-n.z); // Clip pixels on the back of the sphere
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#endif
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float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
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float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
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uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
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uv.y = 0.5 - asin(-n.y) * M_1_PI;
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uv.x += 0.75;
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uv.x = fmod(uv.x, 1.0);
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//uv.x = uv.x % 1.0;
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uv.xy = TRANSFORM_TEX(uv, _MainTex);
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#if LAYOUT_EQUIRECT180
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uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
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#endif
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#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
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uv.xy *= i.scaleOffset.xy;
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uv.xy += i.scaleOffset.zw;
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#endif
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#if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
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uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
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#endif
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#else
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uv = i.uv;
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#if LAYOUT_EQUIRECT180
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clip(i.uv.z); // Clip pixels on the back of the sphere
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#endif
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#endif
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fixed4 col;
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#if USE_YPCBCR
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col = SampleYpCbCr(_MainTex, _ChromaTex, uv.xy, _YpCbCrTransform);
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#else
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col = SampleRGBA(_MainTex, 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, uv.zw);
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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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col *= _Color;
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UNITY_APPLY_FOG(i.fogCoord, col);
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#if LAYOUT_EQUIRECT180
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// Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges
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if (_EdgeFeather > 0.0)
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{
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float4 featherDirection = float4(0.0, 0.0, 1.0, 1.0);
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#if STEREO_TOP_BOTTOM
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if (uv.y > 0.5)
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{
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featherDirection.y = 0.5;
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}
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else
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{
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featherDirection.w = 0.5;
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}
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#endif
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#if STEREO_LEFT_RIGHT
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if (uv.x > 0.5)
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{
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featherDirection.x = 0.5;
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}
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else
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{
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featherDirection.z = 0.5;
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}
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#endif
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#if ALPHAPACK_TOP_BOTTOM
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featherDirection.w *= 0.5;
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#endif
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#if ALPHAPACK_LEFT_RIGHT
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featherDirection.z *= 0.5;
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#endif
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float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
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float a = smoothstep(0.0, _EdgeFeather, d);
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col.a *= a;
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}
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#endif
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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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} |