| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980 | Shader "AVProVideo/Lit/Diffuse (texture+color+fog+stereo support)" {	Properties	{		_Color("Main Color", Color) = (1,1,1,1)		_MainTex("Base (RGB)", 2D) = "white" {}		_ChromaTex("Chroma", 2D) = "white" {}		[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0		[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0		[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0	}	SubShader	{		Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Geometry" }		LOD 200		CGPROGRAM		#pragma surface surf Lambert vertex:VertexFunction		// 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 __ APPLY_GAMMA		#pragma multi_compile __ STEREO_DEBUG		#pragma multi_compile __ USE_YPCBCR		#include "AVProVideo.cginc"		uniform sampler2D _MainTex;#if USE_YPCBCR		uniform sampler2D _ChromaTex;		uniform float4x4 _YpCbCrTransform;#endif		uniform fixed4 _Color;		struct Input 		{			float2 uv_MainTex;			float4 color;		};		void VertexFunction(inout appdata_full v, out Input o)		{			UNITY_INITIALIZE_OUTPUT(Input, o);#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT			float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), true);			o.uv_MainTex = v.texcoord.xy *= scaleOffset.xy;			o.uv_MainTex = v.texcoord.xy += scaleOffset.zw;#elif STEREO_CUSTOM_UV			o.uv_MainTex = v.texcoord.xy;			if (!IsStereoEyeLeft())			{				o.uv_MainTex = v.texcoord1.xy;			}#endif			o.color = _Color;#if STEREO_DEBUG			o.color *= GetStereoDebugTint(IsStereoEyeLeft());#endif		}		void surf(Input IN, inout SurfaceOutput o) 		{				fixed4 c;#if USE_YPCBCR				c = SampleYpCbCr(_MainTex, _ChromaTex, IN.uv_MainTex, _YpCbCrTransform);#else				c = SampleRGBA(_MainTex, IN.uv_MainTex);#endif			c *= IN.color;			o.Albedo = c.rgb;			o.Alpha = c.a;		}		ENDCG	}	Fallback "Legacy Shaders/Transparent/VertexLit"}
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