UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Shaders/AVProVideo-VR-InsideSphere-...

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Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog) Stereo UV"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector" = "True" "Queue" = "Background" }
ZWrite On
//ZTest Always
Cull Front
Lighting Off
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
//#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
//#define STEREO_DEBUG 1
//#define HIGH_QUALITY 1
#pragma multi_compile_fog
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ APPLY_GAMMA
struct appdata
{
float4 vertex : POSITION; // vertex position
float2 uv : TEXCOORD0; // texture coordinate 1
float2 uv2 : TEXCOORD1; // texture coordinate 2
};
struct v2f
{
float4 vertex : SV_POSITION; // clip space position
float2 uv : TEXCOORD0; // texture coordinate
UNITY_FOG_COORDS(1)
#if STEREO_DEBUG
float4 tint : COLOR;
#endif
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = XFormObjectToClip(v.vertex);
if (IsStereoEyeLeft())
{
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
}
else
{
o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
}
#if STEREO_DEBUG
o.tint = GetStereoDebugTint(IsStereoEyeLeft());
#endif
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv;
uv = i.uv;
fixed4 col = tex2D(_MainTex, uv);
#if APPLY_GAMMA
col.rgb = GammaToLinear(col.rgb);
#endif
#if STEREO_DEBUG
col *= i.tint;
#endif
UNITY_APPLY_FOG(i.fogCoord, col);
return fixed4(col.rgb, 1.0);
}
ENDCG
}
}
}