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- Shader "AVProVideo/Internal/UI/Transparent Packed (stereo) - AndroidOES"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- [PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
-
- _StencilComp ("Stencil Comparison", Float) = 8
- _Stencil ("Stencil ID", Float) = 0
- _StencilOp ("Stencil Operation", Float) = 0
- _StencilWriteMask ("Stencil Write Mask", Float) = 255
- _StencilReadMask ("Stencil Read Mask", Float) = 255
- _ColorMask ("Color Mask", Float) = 15
- _VertScale("Vertical Scale", Range(-1, 1)) = 1.0
- [KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
- [KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
- [KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
- [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
- [Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
- [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
-
- Stencil
- {
- Ref [_Stencil]
- Comp [_StencilComp]
- Pass [_StencilOp]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask [_ColorMask]
- Pass
- {
- GLSLPROGRAM
- #pragma only_renderers gles gles3
- // TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
- #pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
- #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
- #pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
- #pragma multi_compile __ APPLY_GAMMA
- #pragma multi_compile __ STEREO_DEBUG
- #pragma multi_compile __ USE_YPCBCR
- #pragma multi_compile __ USING_DEFAULT_TEXTURE
- #extension GL_OES_EGL_image_external : require
- #extension GL_OES_EGL_image_external_essl3 : enable
- #if defined(APPLY_GAMMA)
- //#pragma target 3.0
- #endif
- #ifdef VERTEX
- #include "UnityCG.glslinc"
- #if defined(STEREO_MULTIVIEW_ON)
- UNITY_SETUP_STEREO_RENDERING
- #endif
- // TODO: once we drop support for Unity 4.x then we can include this
- //#include "UnityUI.cginc"
- #define SHADERLAB_GLSL
- #include "../AVProVideo.cginc"
-
- INLINE bool Android_IsStereoEyeLeft()
- {
- #if defined(STEREO_MULTIVIEW_ON)
- int eyeIndex = SetupStereoEyeIndex();
- return (eyeIndex == 0);
- #else
- return IsStereoEyeLeft();
- #endif
- }
-
- #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- varying vec4 texVal;
- #else
- varying vec2 texVal;
- #endif
- #if defined(STEREO_DEBUG)
- varying vec4 tint;
- #endif
- uniform vec4 _MainTex_ST;
- uniform vec4 _MainTex_TexelSize;
- uniform mat4 _TextureMatrix;
- /// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
- /// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
- vec2 transformTex(vec4 texCoord, vec4 texST)
- {
- return (texCoord.xy * texST.xy + texST.zw);
- }
- void main()
- {
- #if defined(STEREO_MULTIVIEW_ON)
- int eyeIndex = SetupStereoEyeIndex();
- mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
- gl_Position = vpMatrix * unity_ObjectToWorld * gl_Vertex;
- #else
- gl_Position = XFormObjectToClip(gl_Vertex);
- #endif
- texVal.xy = transformTex(gl_MultiTexCoord0, _MainTex_ST);
- // Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
- texVal.xy = (_TextureMatrix * vec4(texVal.x, texVal.y, 0.0, 1.0)).xy;
- #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
- vec4 scaleOffset = GetStereoScaleOffset( Android_IsStereoEyeLeft(), _MainTex_ST.y < 0.0 );
- texVal.xy *= scaleOffset.xy;
- texVal.xy += scaleOffset.zw;
- #endif
- #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- texVal = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
- #if defined(ALPHAPACK_TOP_BOTTOM)
- texVal.yw = texVal.wy;
- #endif
- #endif
- #if defined(STEREO_DEBUG)
- tint = GetStereoDebugTint( Android_IsStereoEyeLeft() );
- #endif
- }
- #endif
- #ifdef FRAGMENT
- #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- varying vec4 texVal;
- #else
- varying vec2 texVal;
- #endif
- #if defined(USING_DEFAULT_TEXTURE)
- uniform sampler2D _MainTex;
- #else
- uniform samplerExternalOES _MainTex;
- #endif
- #if defined(STEREO_DEBUG)
- varying vec4 tint;
- #endif
- #if defined(APPLY_GAMMA)
- vec3 GammaToLinear(vec3 col)
- {
- return pow(col, vec3(2.2, 2.2, 2.2));
- }
- #endif
- void main()
- {
- #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
- #if __VERSION__ < 300
- vec4 col = texture2D(_MainTex, texVal.xy);
- #else
- vec4 col = texture(_MainTex, texVal.xy);
- #endif
- #else
- vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
- #endif
- #if defined(APPLY_GAMMA)
- col.rgb = GammaToLinear(col.rgb);
- #endif
- #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
- #if __VERSION__ < 300
- vec3 rgb = texture2D(_MainTex, texVal.zw).rgb;
- #else
- vec3 rgb = texture(_MainTex, texVal.zw).rgb;
- #endif
- col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
- #else
- col.a = 1.0;
- #endif
- #endif
- #if defined(STEREO_DEBUG)
- col *= tint;
- #endif
- gl_FragColor = col;
- }
- #endif
- ENDGLSL
- }
- }
- Fallback "AVProVideo/Internal/UI/Transparent Packed (stereo)"
- }
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