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							- Shader "AVProVideo/Internal/UI/Transparent Packed (stereo) - AndroidOES"
 
- {
 
- 	Properties
 
- 	{
 
- 		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
 
- 		[PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {}
 
- 		_Color ("Tint", Color) = (1,1,1,1)
 
- 		
 
- 		_StencilComp ("Stencil Comparison", Float) = 8
 
- 		_Stencil ("Stencil ID", Float) = 0
 
- 		_StencilOp ("Stencil Operation", Float) = 0
 
- 		_StencilWriteMask ("Stencil Write Mask", Float) = 255
 
- 		_StencilReadMask ("Stencil Read Mask", Float) = 255
 
- 		_ColorMask ("Color Mask", Float) = 15
 
- 		_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
 
- 		[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
 
- 		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
 
- 		[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
 
- 		[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
 
- 	}
 
- 	SubShader
 
- 	{
 
- 		Tags
 
- 		{ 
 
- 			"Queue"="Transparent" 
 
- 			"IgnoreProjector"="True" 
 
- 			"RenderType"="Transparent" 
 
- 			"PreviewType"="Plane"
 
- 			"CanUseSpriteAtlas"="True"
 
- 		}
 
- 		
 
- 		Stencil
 
- 		{
 
- 			Ref [_Stencil]
 
- 			Comp [_StencilComp]
 
- 			Pass [_StencilOp] 
 
- 			ReadMask [_StencilReadMask]
 
- 			WriteMask [_StencilWriteMask]
 
- 		}
 
- 		Cull Off
 
- 		Lighting Off
 
- 		ZWrite Off
 
- 		ZTest [unity_GUIZTestMode]
 
- 		Fog { Mode Off }
 
- 		Blend SrcAlpha OneMinusSrcAlpha
 
- 		ColorMask [_ColorMask]
 
- 		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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
 
- 			#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
 
- 			#pragma multi_compile __ APPLY_GAMMA
 
- 			#pragma multi_compile __ STEREO_DEBUG
 
- 			#pragma multi_compile __ USE_YPCBCR
 
- 			#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
 
- #if defined(APPLY_GAMMA)
 
- 			//#pragma target 3.0
 
- #endif
 
- #ifdef VERTEX
 
- 			#include "UnityCG.glslinc"
 
- 		#if defined(STEREO_MULTIVIEW_ON)
 
- 			UNITY_SETUP_STEREO_RENDERING
 
- 		#endif
 
- 			// TODO: once we drop support for Unity 4.x then we can include this
 
- 			//#include "UnityUI.cginc"    
 
- 			#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(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
 
- 			varying vec4 texVal;
 
- 		#else
 
- 			varying vec2 texVal;
 
- 		#endif
 
- 		#if defined(STEREO_DEBUG)
 
- 			varying vec4 tint;
 
- 		#endif
 
- 			uniform vec4 _MainTex_ST;
 
- 			uniform vec4 _MainTex_TexelSize;
 
- 			uniform mat4 _MainTex_Xfrm;
 
- 			/// @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()
 
- 			{
 
- 				#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
 
- 				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 = (_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(), _MainTex_ST.y < 0.0 );
 
- 					texVal.xy *= scaleOffset.xy;
 
- 					texVal.xy += scaleOffset.zw;
 
- 				#endif
 
- 				#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
 
- 				#if defined(STEREO_DEBUG)
 
- 					tint = GetStereoDebugTint( Android_IsStereoEyeLeft() );
 
- 				#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(STEREO_DEBUG)
 
- 			varying vec4 tint;
 
- #endif
 
- 		#if defined(APPLY_GAMMA)
 
- 			vec3 GammaToLinear(vec3 col)
 
- 			{
 
- 				return pow(col, vec3(2.2, 2.2, 2.2));
 
- 			}
 
- 		#endif
 
- 			void main()
 
- 			{
 
- 				#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
 
- 					#if __VERSION__ < 300
 
- 						vec4 col = texture2D(_MainTex, texVal.xy);
 
- 					#else
 
- 						vec4 col = texture(_MainTex, texVal.xy);
 
- 					#endif
 
- 				#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)
 
- 						#if __VERSION__ < 300
 
- 							vec3 rgb = texture2D(_MainTex, texVal.zw).rgb;
 
- 						#else
 
- 							vec3 rgb = texture(_MainTex, texVal.zw).rgb;
 
- 						#endif
 
- 						col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
 
- 					#else
 
- 						col.a = 1.0;
 
- 					#endif
 
- 				#endif
 
- #if defined(STEREO_DEBUG)
 
- 				col *= tint;
 
- #endif
 
- 				gl_FragColor = col;
 
- 			}
 
- #endif
 
- 			ENDGLSL
 
- 		}
 
- 	}
 
- 	Fallback "AVProVideo/Internal/UI/Transparent Packed (stereo)"
 
- }
 
 
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