1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283 |
- 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
- }
- }
- }
|