132 lines
3.2 KiB
Plaintext
Executable File
132 lines
3.2 KiB
Plaintext
Executable File
Shader "AVProVideo/Internal/Resolve"
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{
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Properties
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{
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_MainTex("Texture", any) = "" { }
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_ChromaTex("Chroma", any) = "" { }
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_Color ("Tint", Color) = (1,1,1,1)
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_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
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[Toggle(USE_HSBC)] _UseHSBC("Use HSBC", Float) = 0
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_Hue("Hue", Range(0, 1.0)) = 0
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_Saturation("Saturation", Range(0, 1.0)) = 0.5
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_Brightness("Brightness", Range(0, 1.0)) = 0.5
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_Contrast("Contrast", Range(0, 1.0)) = 0.5
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_InvGamma("InvGamma", Range(0.0001, 10000.0)) = 1.0
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[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
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[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
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[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", 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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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"PreviewType" = "Plane"
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}
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Lighting Off
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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Name "RESOLVE"
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CGPROGRAM
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#pragma exclude_renderers gles
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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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
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#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
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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 __ USE_HSBC
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#include "UnityCG.cginc"
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#include "../AVProVideo.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 uv : TEXCOORD0;
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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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#if USE_HSBC
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uniform fixed _Hue, _Saturation, _Brightness, _Contrast, _InvGamma;
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#endif
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uniform fixed4 _Color;
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uniform float4 _MainTex_ST;
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uniform float4 _MainTex_TexelSize;
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uniform float4x4 _MainTex_Xfrm;
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uniform float _VertScale;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = XFormObjectToClip(v.vertex);
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o.color = v.color * _Color;
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o.uv.xy = mul(_MainTex_Xfrm, float4(v.texcoord, 0.0f, 1.0f)).xy;
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o.uv.wz = 0.0;
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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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o.uv.xy *= scaleOffset.xy;
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o.uv.xy += scaleOffset.zw;
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#endif
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// NOTE: this always runs because it's also used to flip vertically
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o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _VertScale < 0.0);
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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half4 col;
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#if USE_YPCBCR
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col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
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#else
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col = SampleRGBA(_MainTex, i.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, i.uv.zw);
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#endif
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#if USE_HSBC
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col.rgb = ApplyHSBEffect(col.rgb, fixed4(_Hue, _Saturation, _Brightness, _Contrast));
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col.rgb = pow(col.rgb, _InvGamma);
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#endif
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return col * i.color;
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}
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ENDCG
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}
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}
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Fallback off
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}
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