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- Shader "AVProVideo/Unlit/Opaque (texture+color+stereo support) - Android OES ONLY"
- {
- Properties
- {
- _MainTex ("Base (RGB)", 2D) = "black" {}
- _ChromaTex("Chroma", 2D) = "gray" {} // For fallback shader
- _Color("Main Color", Color) = (1,1,1,1) // For fallback shader
- [KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
- [Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
- [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
- LOD 100
- Lighting Off
- Cull Off
- Pass
- {
- GLSLPROGRAM
- #pragma only_renderers gles gles3
- // 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 __ USING_DEFAULT_TEXTURE
- #pragma multi_compile __ STEREO_DEBUG
- #extension GL_OES_EGL_image_external : require
- #extension GL_OES_EGL_image_external_essl3 : enable
- precision mediump float;
- #ifdef VERTEX
- #include "UnityCG.glslinc"
- #if defined(STEREO_MULTIVIEW_ON)
- UNITY_SETUP_STEREO_RENDERING
- #endif
- #define SHADERLAB_GLSL
- #include "AVProVideo.cginc"
-
- varying vec2 texVal;
- uniform vec4 _MainTex_ST;
- uniform mat4 _TextureMatrix;
- #if defined(STEREO_DEBUG)
- varying vec4 tint;
- #endif
- /// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
- /// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
- vec2 transformTex(vec4 texCoord, vec4 texST)
- {
- return (texCoord.xy * texST.xy + texST.zw);
- }
- INLINE bool Android_IsStereoEyeLeft()
- {
- #if defined(STEREO_MULTIVIEW_ON)
- int eyeIndex = SetupStereoEyeIndex();
- return (eyeIndex == 0);
- #else
- return IsStereoEyeLeft();
- #endif
- }
- void main()
- {
- #if defined(STEREO_MULTIVIEW_ON)
- int eyeIndex = SetupStereoEyeIndex();
- mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
- gl_Position = vpMatrix * unity_ObjectToWorld * gl_Vertex;
- #else
- gl_Position = XFormObjectToClip(gl_Vertex);
- #endif
- texVal = transformTex(gl_MultiTexCoord0, _MainTex_ST);
- //texVal.x = 1.0 - texVal.x;
- // Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
- texVal.xy = (_TextureMatrix * vec4(texVal.x, texVal.y, 0.0, 1.0) ).xy;
- #if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
- vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
- texVal.xy *= scaleOffset.xy;
- texVal.xy += scaleOffset.zw;
- #endif
- #if defined(STEREO_DEBUG)
- tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
- #endif
- }
- #endif
- #ifdef FRAGMENT
- varying vec2 texVal;
- #if defined(APPLY_GAMMA)
- vec3 GammaToLinear(vec3 col)
- {
- return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);
- }
- #endif
- #if defined(USING_DEFAULT_TEXTURE)
- uniform sampler2D _MainTex;
- #else
- uniform samplerExternalOES _MainTex;
- #endif
- #if defined(STEREO_DEBUG)
- varying vec4 tint;
- #endif
- void main()
- {
- #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
- vec4 col = texture2D(_MainTex, texVal.xy);
- #else
- vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
- #endif
- #if defined(APPLY_GAMMA)
- col.rgb = GammaToLinear(col.rgb);
- #endif
- #if defined(STEREO_DEBUG)
- col *= tint;
- #endif
- gl_FragColor = col;
- }
- #endif
- ENDGLSL
- }
- }
-
- Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
- }
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