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- Shader "AVProVideo/Unlit/Transparent (texture+alpha 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)] AlphaPack("Alpha Pack", Float) = 0
- [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
- LOD 100
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- 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 ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
- #pragma multi_compile __ APPLY_GAMMA
- #pragma multi_compile __ USING_DEFAULT_TEXTURE
- #extension GL_OES_EGL_image_external : require
- #extension GL_OES_EGL_image_external_essl3 : enable
- precision mediump float;
- #ifdef VERTEX
- #include "UnityCG.glslinc"
- #define SHADERLAB_GLSL
- #include "AVProVideo.cginc"
-
- #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- varying vec4 texVal;
- #else
- varying vec2 texVal;
- #endif
- uniform vec4 _MainTex_ST;
- uniform vec4 _MainTex_TexelSize;
- uniform mat4 _TextureMatrix;
- /// @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);
- }
- void main()
- {
- gl_Position = XFormObjectToClip(gl_Vertex);
- texVal.xy = transformTex(gl_MultiTexCoord0, _MainTex_ST);
- // 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(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- texVal = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
- #if defined(ALPHAPACK_TOP_BOTTOM)
- texVal.yw = texVal.wy;
- #endif
- #endif
- }
- #endif
- #ifdef FRAGMENT
- #if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- varying vec4 texVal;
- #else
- varying vec2 texVal;
- #endif
- #if defined(USING_DEFAULT_TEXTURE)
- uniform sampler2D _MainTex;
- #else
- uniform samplerExternalOES _MainTex;
- #endif
- #if defined(APPLY_GAMMA)
- vec3 GammaToLinear(vec3 col)
- {
- return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);
- }
- #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(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
- #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
- vec3 rgb = texture2D(_MainTex, texVal.zw).rgb;
- col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
- #else
- col.a = 1.0;
- #endif
- #endif
- gl_FragColor = col;
- }
- #endif
- ENDGLSL
- }
- }
-
- Fallback "AVProVideo/Unlit/Transparent (texture+color+fog+stereo+alpha)"
- }
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