Shader "AVProVideo/Lit/Diffuse (texture+color+fog+stereo support)" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "white" {} _ChromaTex("Chroma", 2D) = "white" {} [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo 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"="Geometry" "IgnoreProjector"="True" "RenderType"="Geometry" } LOD 200 CGPROGRAM #pragma surface surf Lambert vertex:VertexFunction // TODO: replace use multi_compile_local instead (Unity 2019.1 feature) #pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV #pragma multi_compile __ APPLY_GAMMA #pragma multi_compile __ STEREO_DEBUG #pragma multi_compile __ USE_YPCBCR #include "AVProVideo.cginc" uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; uniform float4x4 _YpCbCrTransform; #endif uniform fixed4 _Color; struct Input { float2 uv_MainTex; float4 color; }; void VertexFunction(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), true); o.uv_MainTex = v.texcoord.xy *= scaleOffset.xy; o.uv_MainTex = v.texcoord.xy += scaleOffset.zw; #elif STEREO_CUSTOM_UV o.uv_MainTex = v.texcoord.xy; if (!IsStereoEyeLeft()) { o.uv_MainTex = v.texcoord1.xy; } #endif o.color = _Color; #if STEREO_DEBUG o.color *= GetStereoDebugTint(IsStereoEyeLeft()); #endif } void surf(Input IN, inout SurfaceOutput o) { fixed4 c; #if USE_YPCBCR c = SampleYpCbCr(_MainTex, _ChromaTex, IN.uv_MainTex, _YpCbCrTransform); #else c = SampleRGBA(_MainTex, IN.uv_MainTex); #endif c *= IN.color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Legacy Shaders/Transparent/VertexLit" }