| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131 | Shader "AVProVideo/Internal/Resolve"{	Properties	{		_MainTex("Texture", any) = "" { }		_ChromaTex("Chroma", any) = "" { }		_Color ("Tint", Color) = (1,1,1,1)		_VertScale("Vertical Scale", Range(-1, 1)) = 1.0		[Toggle(USE_HSBC)] _UseHSBC("Use HSBC", Float) = 0		_Hue("Hue", Range(0, 1.0)) = 0		_Saturation("Saturation", Range(0, 1.0)) = 0.5		_Brightness("Brightness", Range(0, 1.0)) = 0.5		_Contrast("Contrast", Range(0, 1.0)) = 0.5		_InvGamma("InvGamma", Range(0.0001, 10000.0)) = 1.0		[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0		[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0		[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0	}	SubShader	{		Tags		{			"IgnoreProjector" = "True"			"PreviewType" = "Plane"		}		Lighting Off		Cull Off		ZWrite Off		ZTest Always		Pass		{			Name "RESOLVE"			CGPROGRAM			#pragma exclude_renderers gles			#pragma vertex vert			#pragma fragment frag			// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)			#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT			#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT			#pragma multi_compile __ APPLY_GAMMA			#pragma multi_compile __ USE_YPCBCR			#pragma multi_compile __ USE_HSBC			#include "UnityCG.cginc"			#include "../AVProVideo.cginc"			struct appdata_t			{				float4 vertex : POSITION;				fixed4 color : COLOR;				float2 texcoord : TEXCOORD0;			};			struct v2f			{				float4 vertex : SV_POSITION;				fixed4 color : COLOR;				float4 uv : TEXCOORD0;			};			uniform sampler2D _MainTex;			#if USE_YPCBCR			uniform sampler2D _ChromaTex;			uniform float4x4 _YpCbCrTransform;			#endif			#if USE_HSBC			uniform	fixed _Hue, _Saturation, _Brightness, _Contrast, _InvGamma;			#endif			uniform fixed4 _Color;			uniform float4 _MainTex_ST;			uniform float4 _MainTex_TexelSize;			uniform float4x4 _MainTex_Xfrm;			uniform float _VertScale;			v2f vert(appdata_t v)			{				v2f o;				o.vertex = XFormObjectToClip(v.vertex);				o.color = v.color * _Color;				o.uv.xy = mul(_MainTex_Xfrm, float4(v.texcoord, 0.0f, 1.0f)).xy;				o.uv.wz = 0.0;				#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;				#endif				// NOTE: this always runs because it's also used to flip vertically				o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _VertScale < 0.0);				return o;			}			half4 frag(v2f i) : SV_Target			{				half4 col;				#if USE_YPCBCR					col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);				#else					col = SampleRGBA(_MainTex, i.uv.xy);				#endif				#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT					col.a = SamplePackedAlpha(_MainTex, i.uv.zw);				#endif				#if USE_HSBC					col.rgb = ApplyHSBEffect(col.rgb, fixed4(_Hue, _Saturation, _Brightness, _Contrast));					col.rgb = pow(col.rgb, _InvGamma);				#endif				return col * i.color;			}			ENDCG		}	}	Fallback off}
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