| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265 | 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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