| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191 | Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog)"{	Properties	{		_MainTex ("Texture", 2D) = "black" {}		_ChromaTex("Chroma", 2D) = "white" {}		[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0		[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", 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	}	SubShader	{		Tags { "RenderType"="Opaque" "IgnoreProjector" = "True" "Queue" = "Background" }		ZWrite On		//ZTest Always		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			//#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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV			#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_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				float2 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;			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.xy = TRANSFORM_TEX(v.uv, _MainTex);				#if LAYOUT_EQUIRECT180				o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;				#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				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			{				float2 uv;#if HIGH_QUALITY				float3 n = normalize(i.normal);				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#else				uv = i.uv;#endif				fixed4 col;#if USE_YPCBCR				col = SampleYpCbCr(_MainTex, _ChromaTex, uv, _YpCbCrTransform);#else				col = SampleRGBA(_MainTex, uv);#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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