334 lines
9.5 KiB
GLSL
Executable File
334 lines
9.5 KiB
GLSL
Executable File
Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+alpha) - Android OES ONLY"
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{
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "black" {}
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_ChromaTex("Chroma", 2D) = "white" {} // For fallback shader
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_Color("Color", Color) = (0.0, 1.0, 0.0, 1.0)
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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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[KeywordEnum(None, Left, Right)] ForceEye("Force Eye Mode", Float) = 0
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[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
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[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", 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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_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" "RenderType" = "Transparent" }
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Pass
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{
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Front
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Lighting Off
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GLSLPROGRAM
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#pragma only_renderers gles gles3
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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 FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
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#pragma multi_compile __ LAYOUT_EQUIRECT180
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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 __ USING_DEFAULT_TEXTURE
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#pragma multi_compile __ USING_URP
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#extension GL_OES_EGL_image_external : require
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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#include "UnityCG.glslinc"
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#if defined(STEREO_MULTIVIEW_ON)
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UNITY_SETUP_STEREO_RENDERING
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#endif
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#define SHADERLAB_GLSL
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#include "AVProVideo.cginc"
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#ifdef VERTEX
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INLINE bool Android_IsStereoEyeLeft()
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{
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#if defined(STEREO_MULTIVIEW_ON)
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int eyeIndex = SetupStereoEyeIndex();
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return (eyeIndex == 0);
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#else
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return IsStereoEyeLeft();
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#endif
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}
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#if defined(HIGH_QUALITY)
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varying vec3 texNormal;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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varying vec4 texScaleOffset;
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#endif
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#else
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varying vec3 texVal;
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#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
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varying vec2 alphaPackOffset;
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#endif
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uniform vec4 _MainTex_ST;
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uniform vec4 _MainTex_TexelSize;
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uniform mat4 _MainTex_Xfrm;
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#endif
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#if defined(STEREO_DEBUG)
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varying vec4 tint;
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#endif
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/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
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/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
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vec2 transformTex(vec2 texCoord, vec4 texST)
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{
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return (texCoord * texST.xy + texST.zw);
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}
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void main()
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{
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#if defined(STEREO_MULTIVIEW_ON)
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int eyeIndex = SetupStereoEyeIndex();
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mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
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gl_Position = vpMatrix * unity_ObjectToWorld * gl_Vertex;
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#else
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gl_Position = XFormObjectToClip(gl_Vertex);
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#endif
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#if defined(HIGH_QUALITY)
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texNormal = normalize(gl_Normal.xyz);
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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texScaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
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#endif
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#else
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texVal.xy = gl_MultiTexCoord0.xy;
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texVal.xy = transformTex(gl_MultiTexCoord0.xy, _MainTex_ST);
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texVal.x = 1.0 - texVal.x;
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#if defined(LAYOUT_EQUIRECT180)
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texVal.x = ((texVal.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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texVal.z = (gl_MultiTexCoord0.x > 0.25 && gl_MultiTexCoord0.x < 0.75) ? 1.0 : -1.0;
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#else
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texVal.z = 0.0;
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#endif
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// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
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texVal.xy = (_MainTex_Xfrm * vec4(texVal.x, texVal.y, 0.0, 1.0)).xy;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
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texVal.xy *= scaleOffset.xy;
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texVal.xy += scaleOffset.zw;
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#elif defined(STEREO_CUSTOM_UV)
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if(!Android_IsStereoEyeLeft())
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{
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texVal.xy= transformTex(gl_MultiTexCoord1.xy, _MainTex_ST);
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texVal.xy = vec2(1.0, 1.0) - texVal.xy;
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}
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#endif
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#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
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vec4 alphaOffset = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
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#if defined(ALPHAPACK_TOP_BOTTOM)
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alphaOffset.yw = alphaOffset.wy;
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#endif
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texVal.xy = alphaOffset.xy;
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alphaPackOffset = alphaOffset.zw;
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#endif
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#endif
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#if defined(STEREO_DEBUG)
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tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
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#endif
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}
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#endif
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#ifdef FRAGMENT
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#if defined(HIGH_QUALITY)
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#if defined (GL_FRAGMENT_PRECISION_HIGH)
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precision highp float;
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#endif
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varying vec3 texNormal;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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varying vec4 texScaleOffset;
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#endif
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uniform mat4 _MainTex_Xfrm;
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#else
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varying vec3 texVal;
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#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
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varying vec2 alphaPackOffset;
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#endif
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#endif
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uniform float _EdgeFeather;
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#if defined(STEREO_DEBUG)
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varying vec4 tint;
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#endif
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#if defined(HIGH_QUALITY)
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vec2 NormalToEquiRect(vec3 n)
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{
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const float M_1_PI = 0.31830988618379067153776752674503; // 1.0/PI
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const float M_1_2PI = 0.15915494309189533576888376337251; // 2.0/PI
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vec2 uv;
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uv.x = 0.5 - atan(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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return uv;
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}
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/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
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/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
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vec2 transformTex(vec2 texCoord, vec4 texST)
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{
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return (texCoord * texST.xy + texST.zw);
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}
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uniform vec4 _MainTex_ST;
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uniform vec4 _MainTex_TexelSize;
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#endif
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uniform vec4 _Color;
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#if defined(USING_DEFAULT_TEXTURE)
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uniform sampler2D _MainTex;
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#else
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uniform samplerExternalOES _MainTex;
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#endif
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void main()
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{
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vec4 uv = vec4(0.0, 0.0, 0.0, 0.0);
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#if defined(HIGH_QUALITY)
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vec3 n = normalize(texNormal);
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#if defined(LAYOUT_EQUIRECT180)
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if( n.z > 0.0001 )
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{
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// Clip pixels on the back of the sphere
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discard;
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}
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#endif
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uv.xy = NormalToEquiRect(n);
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uv.x += 0.75;
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uv.x = mod(uv.x, 1.0);
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uv.xy = transformTex(uv.xy, _MainTex_ST);
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#if defined(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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// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
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uv.xy = (_MainTex_Xfrm * vec4(uv.x, uv.y, 0.0, 1.0)).xy;
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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uv.xy *= texScaleOffset.xy;
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uv.xy += texScaleOffset.zw;
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#endif
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#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
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uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
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#if defined(ALPHAPACK_TOP_BOTTOM)
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uv.yw = uv.wy;
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#endif
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#endif
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#else
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uv.xy = texVal.xy;
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#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
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uv.zw = alphaPackOffset;
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#endif
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#if defined(LAYOUT_EQUIRECT180)
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if( texVal.z < -0.0001 )
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{
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// Clip pixels on the back of the sphere
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discard;
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}
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#endif
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#endif
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vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
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#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
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#if __VERSION__ < 300
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col = texture2D(_MainTex, uv.xy);
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#else
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col = texture(_MainTex, uv.xy);
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#endif
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#endif
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col *= _Color;
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#if defined(APPLY_GAMMA)
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col.rgb = GammaToLinear(col.rgb);
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#endif
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#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
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#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
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#if __VERSION__ < 300
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vec3 rgb = texture2D(_MainTex, uv.zw).rgb;
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#else
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vec3 rgb = texture(_MainTex, uv.zw).rgb;
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#endif
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col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
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#else
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col.a = 1.0;
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#endif
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#endif
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#if defined(STEREO_DEBUG)
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col *= tint;
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#endif
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#if defined(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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vec4 featherDirection = vec4(0.0, 0.0, 1.0, 1.0);
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#if defined(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 defined(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 defined(ALPHAPACK_TOP_BOTTOM)
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featherDirection.w *= 0.5;
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#endif
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#if defined(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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gl_FragColor = col;
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}
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#endif
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ENDGLSL
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}
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}
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Fallback "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)"
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} |