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							- 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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