UP-Viagg-io/Viagg-io/Assets/AVProVideo/Extensions/VideoPlayer/Shaders/AVProVideo-ApplyToFarPlane....

197 lines
6.4 KiB
Plaintext

Shader "AVProVideo/Background/AVProVideo-ApplyToFarPlane"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ChromaTex ("Chroma", 2D) = "gray" {}
_Color("Main Color", Color) = (1,1,1,1)
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
_Alpha("Alpha", Float) = 1
_DrawOffset("Draw Offset", Vector) = (0,0,0,0)
_CustomScale("Custom Scaling", Vector) = (0,0,0,0)
_Aspect("Aspect Ratio", Float) = 1
//_TargetCamID("Target Camera", Float) = 0
//_CurrentCamID("Current Rendering Camera", Float) = 0
}
SubShader
{
// this is the important part that makes it render behind all of the other object, we set it to be 0 in the queue
// Geometry is 2000 and you cant just put a number so Geometry-2000 it is
Tags { "Queue" = "Geometry-2000" "RenderType"="Opaque" }
LOD 100
// then set ZWrite to off so all other items are drawn infront of this one, this is important as the actual object
// for this is at the near clipping plane of the camera
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USE_YPCBCR
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "../../../Runtime/Shaders/AVProVideo.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
uniform float4x4 _YpCbCrTransform;
#endif
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform fixed4 _Color;
uniform float _Alpha;
uniform float2 _DrawOffset;
uniform float _Aspect;
uniform float2 _CustomScale;
uniform int _TargetCamID;
uniform int _CurrentCamID;
v2f vert(appdata_img v)
{
v2f o;
// if our position is within 2 unitys of the camera position that is being rendered to
if (_TargetCamID == _CurrentCamID)
{
// scaling
float height = 1;
float width = 1;
// only use AspectRatio scaling if a custom scale has not been set
if (_CustomScale.x == 0 || _CustomScale.y == 0)
{
float2 targetSize = float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w);
float2 currentSize = float2(_ScreenParams.x / 2, _ScreenParams.y / 2);
float2 targetAreaSize = float2(_ScreenParams.x, _ScreenParams.y);
float originalAspectRatio = targetSize.x / targetSize.y;
float baseTextureAspectRatio = currentSize.x / currentSize.y;
float targetAspectRatio = baseTextureAspectRatio;
int finalWidth, finalHeight;
if (_Aspect == 0) // No Scaling
{
// no change wanted here so set the final size to be the size
// of the orignal image
finalWidth = (int)targetSize.x;
finalHeight = (int)targetSize.y;
}
else if (_Aspect == 1) // Fit Vertically
{
// set the height to that of the target area then mutliply
// the height by the orignal aspect ratio to ensure that the image
// stays with the correct aspect.
finalHeight = (int)targetAreaSize.y;
finalWidth = round(finalHeight * originalAspectRatio);
}
else if (_Aspect == 2) // Fit Horizontally
{
// do the same as with FitVertically, just replace the width and heights
finalWidth = (int)targetAreaSize.x;
finalHeight = round(finalWidth / originalAspectRatio);
}
else if (_Aspect == 3) // Fit Inside
{
// if the width is larger then expand to be the same as the target area,
// cropping the height
if (targetAspectRatio < originalAspectRatio)
{
finalWidth = (int)targetAreaSize.x;
finalHeight = round(finalWidth / originalAspectRatio);
}
// if the height is larger then expand to be the same as the target area,
// cropping the width
else
{
finalHeight = (int)targetAreaSize.y;
finalWidth = round(finalHeight * originalAspectRatio);
}
}
else if (_Aspect == 4) // Fit Outside
{
// if the width is smaller, then expand the width to be the same
// size as the target then expand the height much like above to ensure
// that the correct aspect ratio is kept
if (targetAspectRatio > originalAspectRatio)
{
finalWidth = (int)targetAreaSize.x;
finalHeight = round(finalWidth / originalAspectRatio);
}
// if the hight is small, expand that first then make the width follow
else
{
finalHeight = (int)targetAreaSize.y;
finalWidth = round(finalHeight * originalAspectRatio);
}
}
else if (_Aspect == 5) // Stretch
{
// set the width and the height to be the same size as the target area
finalWidth = (int)targetAreaSize.x;
finalHeight = (int)targetAreaSize.y;
}
else // No Scalling
{
// make no change keeping them as the orignal texture size (1/4) of the screen
finalWidth = (int)currentSize.x;
finalHeight = (int)currentSize.y;
}
height = (float)finalHeight / (float)_ScreenParams.y;
width = (float)finalWidth / (float)_ScreenParams.x;
}
else
{
// use custom scaling
width = _CustomScale.x / (float)_ScreenParams.x;
height = _CustomScale.y / (float)_ScreenParams.y;
}
float2 pos = (v.vertex.xy - float2(0.5, 0.5) + _DrawOffset.xy) * 2.0;
pos.x *= width;
pos.y *= height;
// flip if needed then done
if (_ProjectionParams.x < 0.0)
{
pos.y = (1.0 - pos.y) - 1.0;
}
o.vertex = float4(pos.xy, UNITY_NEAR_CLIP_VALUE, 1.0);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
else
{
o.vertex = UnityObjectToClipPos(float4(0,0,0,0));
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col;
#if USE_YPCBCR
col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv, _YpCbCrTransform);
#else
col = SampleRGBA(_MainTex, i.uv);
#endif
col *= _Color;
// alpha now avaialbe to be controleld via user
return fixed4(col.rgb, _Alpha);
}
ENDCG
}
}
}