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- Shader "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
- {
- Properties
- {
- _MainTex ("Base (RGB)", 2D) = "black" {}
- _ChromaTex ("Chroma", 2D) = "gray" {}
- _Color("Main Color", Color) = (1,1,1,1)
- [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"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
- LOD 100
- 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 __ 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;
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- #if STEREO_DEBUG
- float4 tint : COLOR;
- #endif
- #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 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);
- #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
- 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
- col *= _Color;
- #if STEREO_DEBUG
- col *= i.tint;
- #endif
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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