| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218 | 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)"}
 |