Shader "Unlit/YUV420PtoRGB" { Properties { _MainTex("Texture", 2D) = "white" {} _UTex("U", 2D) = "white" {} _VTex("V", 2D) = "white" {} //_UVTex ("UV", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _UTex; sampler2D _VTex; sampler2D _UVTex; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : SV_Target { //不在C#侧做数组的反转,应该在这反转一下uv的y分量即可。 fixed2 uv = fixed2(i.uv.x,1 - i.uv.y); fixed4 ycol = tex2D(_MainTex, uv); fixed4 ucol = tex2D(_UTex, uv); fixed4 vcol = tex2D(_VTex, uv); //fixed4 uvcol = tex2D(_UVTex,uv); //如果是使用 Alpha8 的纹理格式写入各分量的值,各分量的值就可以直接取a通道的值 float r = ycol.a + 1.4022 * vcol.a - 0.7011; float g = ycol.a - 0.3456 * ucol.a - 0.7145 * vcol.a + 0.53005; float b = ycol.a + 1.771 * ucol.a - 0.8855; //如果是使用的RGBA4444的纹理格式写入UV分量,就需要多一道计算 //才可以得到正确的U V分量的值 //float yVal = ycol.a; //float uVal = (uvcol.r * 15 * 16 + uvcol.g * 15) / 255; //float vVal = (uvcol.b * 15 * 16 + uvcol.a * 15) / 255; //float r = yVal + 1.4022 * vVal - 0.7011; //float g = yVal - 0.3456 * uVal - 0.7145 * vVal + 0.53005; //float b = yVal + 1.771 * uVal - 0.8855; return fixed4(r,g,b,1); } ENDCG } } }