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