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							- Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog) Stereo UV"
 
- {
 
- 	Properties
 
- 	{
 
- 		_MainTex ("Texture", 2D) = "black" {}
 
- 		[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
 
- 		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", 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"
 
- 			//#pragma target 3.0
 
- 			#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 __ STEREO_DEBUG
 
- 			#pragma multi_compile __ APPLY_GAMMA
 
- 			struct appdata
 
- 			{
 
- 				float4 vertex : POSITION;	// vertex position
 
- 				float2 uv : TEXCOORD0;		// texture coordinate 1
 
- 				float2 uv2 : TEXCOORD1;		// texture coordinate 2
 
- 			};
 
- 			struct v2f
 
- 			{
 
- 				float4 vertex : SV_POSITION; // clip space position
 
- 				float2 uv : TEXCOORD0; // texture coordinate
 
- 				UNITY_FOG_COORDS(1)
 
- #if STEREO_DEBUG
 
- 				float4 tint : COLOR;
 
- #endif
 
- 			};
 
- 			uniform sampler2D _MainTex;
 
- 			uniform float4 _MainTex_ST;
 
- 			v2f vert(appdata v)
 
- 			{
 
- 				v2f o;
 
- 				o.vertex = XFormObjectToClip(v.vertex);
 
- 				if (IsStereoEyeLeft())
 
- 				{
 
- 					o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
 
- 					o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
 
- 				}
 
- 				else
 
- 				{
 
- 					o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
 
- 					o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
 
- 				}
 
- 				#if STEREO_DEBUG
 
- 				o.tint = GetStereoDebugTint(IsStereoEyeLeft());
 
- 				#endif
 
- 				UNITY_TRANSFER_FOG(o, o.vertex);
 
- 				return o;
 
- 			}
 
- 			fixed4 frag (v2f i) : SV_Target
 
- 			{
 
- 				float2 uv;
 
- 				uv = i.uv;
 
- 				fixed4 col = tex2D(_MainTex, uv);
 
- #if APPLY_GAMMA
 
- 				col.rgb = GammaToLinear(col.rgb);
 
- #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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