| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128 | Shader "AVProVideo/Unlit/Transparent (texture+alpha support) - Android OES ONLY"{	Properties	{		_MainTex ("Base (RGB)", 2D) = "black" {}		_ChromaTex("Chroma", 2D) = "gray" {}			// For fallback shader		_Color("Main Color", Color) = (1,1,1,1)			// For fallback shader		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0	}	SubShader	{		Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }		LOD 100		ZWrite Off		Blend SrcAlpha OneMinusSrcAlpha		Lighting Off		Cull Off		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 __ 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"			#define SHADERLAB_GLSL			#include "AVProVideo.cginc"		#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)			varying vec4 texVal;#else			varying vec2 texVal;#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()			{				gl_Position = XFormObjectToClip(gl_Vertex);				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(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			}			#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(APPLY_GAMMA)			vec3 GammaToLinear(vec3 col)			{				return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);			}#endif			void main()			{	#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)				vec4 col = texture2D(_MainTex, texVal.xy);	#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)				vec3 rgb = texture2D(_MainTex, texVal.zw).rgb;				col.a = (rgb.r + rgb.g + rgb.b) / 3.0;		#else				col.a = 1.0;		#endif	#endif				gl_FragColor = col;			}			#endif			ENDGLSL		}	}		Fallback "AVProVideo/Unlit/Transparent (texture+color+fog+stereo+alpha)"}
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