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- Shader "AVProVideo/Internal/UI/Transparent Packed (stereo)"
- {
- 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
- _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
- _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(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
- [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", 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
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // 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
- #if APPLY_GAMMA
- //#pragma target 3.0
- #endif
- #include "UnityCG.cginc"
- // TODO: once we drop support for Unity 4.x then we can include this
- //#include "UnityUI.cginc"
- #include "../AVProVideo.cginc"
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half4 uv : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- };
-
- uniform fixed4 _Color;
- uniform sampler2D _MainTex;
- #if USE_YPCBCR
- uniform sampler2D _ChromaTex;
- uniform float4x4 _YpCbCrTransform;
- #endif
- uniform float4 _MainTex_TexelSize;
- uniform float _VertScale;
- uniform float4 _ClipRect;
- inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
- {
- float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
- return inside.x * inside.y;
- }
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.worldPosition = IN.vertex;
- OUT.vertex = XFormObjectToClip(IN.vertex);
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
- #endif
- OUT.uv.xy = IN.texcoord.xy;
- // Horrible hack to undo the scale transform to fit into our UV packing layout logic...
- if (_VertScale < 0.0)
- {
- OUT.uv.y = 1.0 - OUT.uv.y;
- }
- #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
- float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_TexelSize.y < 0.0);
- OUT.uv.xy *= scaleOffset.xy;
- OUT.uv.xy += scaleOffset.zw;
- #endif
- OUT.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, OUT.uv.xy, _VertScale < 0.0);
- OUT.color = IN.color * _Color;
- #if STEREO_DEBUG
- OUT.color *= GetStereoDebugTint(IsStereoEyeLeft());
- #endif
- return OUT;
- }
- half4 frag(v2f i) : SV_Target
- {
- half4 col;
- #if USE_YPCBCR
- col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
- #else
- col = SampleRGBA(_MainTex, i.uv.xy);
- #endif
- #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
- col.a = SamplePackedAlpha(_MainTex, i.uv.zw);
- #endif
- col *= i.color;
-
- col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
- clip(col.a - 0.001);
- return col;
- }
- ENDCG
- }
- }
- }
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