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- Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "black" {}
- _ChromaTex("Chroma", 2D) = "white" {}
- _Color("Main Color", Color) = (1,1,1,1)
- [KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
- [KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
- [Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
- [KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
- [Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 0
- [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
- [Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
- _EdgeFeather("Edge Feather", Range (0, 1)) = 0.02
- }
- SubShader
- {
- Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- ZWrite On
- //ZTest Always
- Blend SrcAlpha OneMinusSrcAlpha
- Cull Front
- Lighting Off
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "AVProVideo.cginc"
- #if HIGH_QUALITY || APPLY_GAMMA
- #pragma target 3.0
- #endif
- #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 __ HIGH_QUALITY
- #pragma multi_compile __ APPLY_GAMMA
- #pragma multi_compile __ USE_YPCBCR
- #pragma multi_compile __ LAYOUT_EQUIRECT180
- struct appdata
- {
- float4 vertex : POSITION; // vertex position
- #if HIGH_QUALITY
- float3 normal : NORMAL;
- #else
- float2 uv : TEXCOORD0; // texture coordinate
- #if STEREO_CUSTOM_UV
- float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
- #endif
- #endif
- #ifdef UNITY_STEREO_INSTANCING_ENABLED
- UNITY_VERTEX_INPUT_INSTANCE_ID
- #endif
- };
- struct v2f
- {
- float4 vertex : SV_POSITION; // clip space position
- #if HIGH_QUALITY
- float3 normal : TEXCOORD0;
-
- #if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
- float4 scaleOffset : TEXCOORD1; // texture coordinate
- UNITY_FOG_COORDS(2)
- #else
- UNITY_FOG_COORDS(1)
- #endif
- #else
- float4 uv : TEXCOORD0; // texture coordinate
- UNITY_FOG_COORDS(1)
- #endif
- #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 float4 _MainTex_TexelSize;
- uniform fixed4 _Color;
- uniform float _EdgeFeather;
- 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);
- #if !HIGH_QUALITY
- o.uv.zw = 0.0;
- o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
- #if LAYOUT_EQUIRECT180
- o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;
- // Set value for clipping if UV area is behind viewer
- o.uv.z = -1.0;
- if (v.uv.x > 0.25 && v.uv.x < 0.75)
- {
- o.uv.z = 1.0;
- }
- #endif
- o.uv.xy = float2(1.0-o.uv.x, o.uv.y);
- #endif
- #if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
- float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0);
- #if !HIGH_QUALITY
- o.uv.xy *= scaleOffset.xy;
- o.uv.xy += scaleOffset.zw;
- #else
- o.scaleOffset = scaleOffset;
- #endif
- #elif STEREO_CUSTOM_UV && !HIGH_QUALITY
- if (!IsStereoEyeLeft())
- {
- o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
- o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
- }
- #endif
-
- #if !HIGH_QUALITY
- #if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
- o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y > 0.0);
- #endif
- #endif
- #if HIGH_QUALITY
- o.normal = v.normal;
- #endif
- #if STEREO_DEBUG
- o.tint = GetStereoDebugTint(IsStereoEyeLeft());
- #endif
- UNITY_TRANSFER_FOG(o, o.vertex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- float4 uv = 0;
- #if HIGH_QUALITY
- float3 n = normalize(i.normal);
- #if LAYOUT_EQUIRECT180
- clip(-n.z); // Clip pixels on the back of the sphere
- #endif
- float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
- float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
- uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
- uv.y = 0.5 - asin(-n.y) * M_1_PI;
- uv.x += 0.75;
- uv.x = fmod(uv.x, 1.0);
- //uv.x = uv.x % 1.0;
- uv.xy = TRANSFORM_TEX(uv, _MainTex);
- #if LAYOUT_EQUIRECT180
- uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
- #endif
- #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
- uv.xy *= i.scaleOffset.xy;
- uv.xy += i.scaleOffset.zw;
- #endif
- #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
- uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
- #endif
- #else
- uv = i.uv;
- #if LAYOUT_EQUIRECT180
- clip(i.uv.z); // Clip pixels on the back of the sphere
- #endif
- #endif
- fixed4 col;
- #if USE_YPCBCR
- col = SampleYpCbCr(_MainTex, _ChromaTex, uv.xy, _YpCbCrTransform);
- #else
- col = SampleRGBA(_MainTex, uv.xy);
- #endif
- #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
- col.a = SamplePackedAlpha(_MainTex, uv.zw);
- #endif
- #if STEREO_DEBUG
- col *= i.tint;
- #endif
- col *= _Color;
- UNITY_APPLY_FOG(i.fogCoord, col);
- #if LAYOUT_EQUIRECT180
- // Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges
- if (_EdgeFeather > 0.0)
- {
- float4 featherDirection = float4(0.0, 0.0, 1.0, 1.0);
-
- #if STEREO_TOP_BOTTOM
- if (uv.y > 0.5)
- {
- featherDirection.y = 0.5;
- }
- else
- {
- featherDirection.w = 0.5;
- }
- #endif
- #if STEREO_LEFT_RIGHT
- if (uv.x > 0.5)
- {
- featherDirection.x = 0.5;
- }
- else
- {
- featherDirection.z = 0.5;
- }
- #endif
- #if ALPHAPACK_TOP_BOTTOM
- featherDirection.w *= 0.5;
- #endif
- #if ALPHAPACK_LEFT_RIGHT
- featherDirection.z *= 0.5;
- #endif
- float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
- float a = smoothstep(0.0, _EdgeFeather, d);
- col.a *= a;
- }
- #endif
- return col;
- }
- ENDCG
- }
- }
- }
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