| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254 | Shader "AVProVideo/VR/InsideSphere Unlit (stereo+color) - Android OES ONLY" {	Properties 	{		_MainTex ("Base (RGB)", 2D) = "black" {}		_ChromaTex("Chroma", 2D) = "white" {}			// For fallback shader		_Color("Color", Color) = (0.0, 1.0, 0.0, 1.0)		[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0		[KeywordEnum(None, Left, Right)] ForceEye("Force Eye Mode", Float) = 0		[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0		[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0		[Toggle(HIGH_QUALITY)] _HighQuality("High Quality", Float) = 0		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0	}	SubShader 	{		Tags{ "Queue" = "Geometry" }		Pass		{ 			Cull Front			//ZTest Always			ZWrite On			Lighting Off			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 FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT			#pragma multi_compile __ LAYOUT_EQUIRECT180			#pragma multi_compile __ STEREO_DEBUG			#pragma multi_compile __ HIGH_QUALITY			#pragma multi_compile __ APPLY_GAMMA			#pragma multi_compile __ USING_DEFAULT_TEXTURE			#pragma multi_compile __ USING_URP			#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"		INLINE bool Android_IsStereoEyeLeft()		{			#if defined(STEREO_MULTIVIEW_ON)				int eyeIndex = SetupStereoEyeIndex();				return (eyeIndex == 0);			#else				return IsStereoEyeLeft();			#endif		}#if defined(HIGH_QUALITY)		varying vec3 texNormal;	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)		varying vec4 texScaleOffset;	#endif#else		varying vec3 texVal;		uniform vec4 _MainTex_ST;		uniform mat4 _MainTex_Xfrm;#endif#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(vec2 texCoord, vec4 texST) 			{				return (texCoord * texST.xy + texST.zw);			}			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#if defined(HIGH_QUALITY)				texNormal = normalize(gl_Normal.xyz);	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)				texScaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);	#endif#else				texVal.xy = gl_MultiTexCoord0.xy;				texVal.xy = transformTex(gl_MultiTexCoord0.xy, _MainTex_ST);				texVal.x = 1.0 - texVal.x;#if defined(LAYOUT_EQUIRECT180)				texVal.x = ((texVal.x - 0.5) * 2.0) + 0.5;				// Set value for clipping if UV area is behind viewer				texVal.z = (gl_MultiTexCoord0.x > 0.25 && gl_MultiTexCoord0.x < 0.75) ? 1.0 : -1.0;	#endif				// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)				texVal.xy = (_MainTex_Xfrm * 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;	#elif defined(STEREO_CUSTOM_UV)				if(!Android_IsStereoEyeLeft())				{					texVal.xy= transformTex(gl_MultiTexCoord1.xy, _MainTex_ST);					texVal.xy = vec2(1.0, 1.0) - texVal.xy;				}	#endif#endif#if defined(STEREO_DEBUG)				tint = GetStereoDebugTint(Android_IsStereoEyeLeft());#endif			}			#endif			#ifdef FRAGMENT#if defined(HIGH_QUALITY)	#if defined (GL_FRAGMENT_PRECISION_HIGH)			precision highp float;	#endif			varying vec3 texNormal;	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)			varying vec4 texScaleOffset;	#endif			uniform mat4 _MainTex_Xfrm;#else			varying vec3 texVal;#endif#if defined(STEREO_DEBUG)			varying vec4 tint;#endif#if defined(APPLY_GAMMA)			vec3 GammaToLinear(vec3 col)			{				return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);			}#endif#if defined(HIGH_QUALITY)			vec2 NormalToEquiRect(vec3 n)			{				const float M_1_PI = 0.31830988618379067153776752674503;  // 1.0/PI				const float M_1_2PI = 0.15915494309189533576888376337251; // 2.0/PI				vec2 uv;				uv.x = 0.5 - atan(n.z, n.x) * M_1_2PI;				uv.y = 0.5 - asin(-n.y) * M_1_PI;				return uv;			}			/// @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(vec2 texCoord, vec4 texST) 			{				return (texCoord * texST.xy + texST.zw);			}			uniform vec4 _MainTex_ST;#endif			uniform vec4 _Color;#if defined(USING_DEFAULT_TEXTURE)			uniform sampler2D _MainTex;#else			uniform samplerExternalOES _MainTex;#endif			void main()			{				vec2 uv;#if defined(HIGH_QUALITY)				vec3 n = normalize(texNormal);	#if defined(LAYOUT_EQUIRECT180)				if( n.z > 0.0001 )				{					// Clip pixels on the back of the sphere					discard;				}	#endif								uv = NormalToEquiRect(n);				uv.x += 0.75;				uv.x = mod(uv.x, 1.0);				uv = transformTex(uv, _MainTex_ST);	#if defined(LAYOUT_EQUIRECT180)				uv.x = ((uv.x - 0.5) * 2.0) + 0.5;	#endif				// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)				uv.xy = (_MainTex_Xfrm * vec4(uv.x, uv.y, 0.0, 1.0)).xy;	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)				uv.xy *= texScaleOffset.xy;				uv.xy += texScaleOffset.zw;	#endif#else				uv = texVal.xy;	#if defined(LAYOUT_EQUIRECT180)				if( texVal.z < -0.0001 )				{					// Clip pixels on the back of the sphere					discard;				}	#endif#endif				vec4 col = vec4(1.0, 1.0, 0.0, 1.0);#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)	#if __VERSION__ < 300				col = texture2D(_MainTex, uv);	#else				col = texture(_MainTex, uv);	#endif#endif				col *= _Color;#if defined(APPLY_GAMMA)				col.rgb = GammaToLinear(col.rgb);#endif#if defined(STEREO_DEBUG)				col *= tint;#endif				gl_FragColor = col;			}			#endif			ENDGLSL		}	}	Fallback "AVProVideo/VR/InsideSphere Unlit (stereo+fog)"}
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