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- Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog) Stereo UV"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "black" {}
- [Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
- [Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" "IgnoreProjector" = "True" "Queue" = "Background" }
- ZWrite On
- //ZTest Always
- Cull Front
- Lighting Off
- Pass
- {
- CGPROGRAM
- #include "UnityCG.cginc"
- #include "AVProVideo.cginc"
- //#pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
- //#define STEREO_DEBUG 1
- //#define HIGH_QUALITY 1
- #pragma multi_compile_fog
- // TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
- #pragma multi_compile __ STEREO_DEBUG
- #pragma multi_compile __ APPLY_GAMMA
- struct appdata
- {
- float4 vertex : POSITION; // vertex position
- float2 uv : TEXCOORD0; // texture coordinate 1
- float2 uv2 : TEXCOORD1; // texture coordinate 2
- };
- struct v2f
- {
- float4 vertex : SV_POSITION; // clip space position
- float2 uv : TEXCOORD0; // texture coordinate
- UNITY_FOG_COORDS(1)
- #if STEREO_DEBUG
- float4 tint : COLOR;
- #endif
- };
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = XFormObjectToClip(v.vertex);
- if (IsStereoEyeLeft())
- {
- o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
- o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
- }
- else
- {
- o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
- o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
- }
- #if STEREO_DEBUG
- o.tint = GetStereoDebugTint(IsStereoEyeLeft());
- #endif
- UNITY_TRANSFER_FOG(o, o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- float2 uv;
- uv = i.uv;
- fixed4 col = tex2D(_MainTex, uv);
- #if APPLY_GAMMA
- col.rgb = GammaToLinear(col.rgb);
- #endif
- #if STEREO_DEBUG
- col *= i.tint;
- #endif
- UNITY_APPLY_FOG(i.fogCoord, col);
- return fixed4(col.rgb, 1.0);
- }
- ENDCG
- }
- }
- }
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