Shader "AVProVideo/Unlit/Transparent (texture+color+fog+stereo+alpha)" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "black" {} _Color("Main Color", Color) = (1,1,1,1) _ChromaTex("Chroma", 2D) = "gray" {} [KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0 [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 { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Lighting Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog // 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 ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT #pragma multi_compile __ STEREO_DEBUG #pragma multi_compile __ APPLY_GAMMA #pragma multi_compile __ USE_YPCBCR #include "UnityCG.cginc" #include "AVProVideo.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; #if STEREO_CUSTOM_UV float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0) #endif #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 vertex : SV_POSITION; float4 uv : TEXCOORD0; #if STEREO_DEBUG float4 tint : COLOR; #endif UNITY_FOG_COORDS(1) #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_OUTPUT_STEREO #endif }; uniform sampler2D _MainTex; #if USE_YPCBCR uniform sampler2D _ChromaTex; uniform float4x4 _YpCbCrTransform; #endif uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform fixed4 _Color; v2f vert (appdata v) { v2f o; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_INSTANCE_ID(v); // calculates and sets the built-n unity_StereoEyeIndex and unity_InstanceID Unity shader variables to the correct values based on which eye the GPU is currently rendering UNITY_INITIALIZE_OUTPUT(v2f, o); // initializes all v2f values to 0 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // tells the GPU which eye in the texture array it should render to #endif o.vertex = XFormObjectToClip(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); // Horrible hack to undo the scale transform to fit into our UV packing layout logic... if (_MainTex_ST.y < 0.0) { o.uv.y = 1.0 - o.uv.y; } #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0); o.uv.xy *= scaleOffset.xy; o.uv.xy += scaleOffset.zw; #elif STEREO_CUSTOM_UV if (!IsStereoEyeLeft()) { o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex); } #endif #if STEREO_DEBUG o.tint = GetStereoDebugTint(IsStereoEyeLeft()); #endif o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y < 0.0); UNITY_TRANSFER_FOG(o, o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col; #if USE_YPCBCR col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform); #else col = SampleRGBA(_MainTex, i.uv.xy); #endif #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT col.a = SamplePackedAlpha(_MainTex, i.uv.zw); #endif col *= _Color; #if STEREO_DEBUG col *= i.tint; #endif UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }