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- 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
- }
- }
- }
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