Shader "NRSDK/NormalBlendYUV" { Properties { _MainTex("_MainTex", 2D) = "white" {} _UTex("U", 2D) = "white" {} _VTex("V", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 ZTest Always ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #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; float4 _MainTex_ST; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { 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); 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; fixed4 col_bg = fixed4(b, g, r, 1); col_bg.rgb = GammaToLinearSpace(col_bg.rgb); return col_bg; } ENDCG } } }