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							- Shader "AVProVideo/Unlit/Opaque (texture+color+stereo 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)] Stereo("Stereo Mode", Float) = 0
 
- 		[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
 
- 		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
 
- 	}
 
- 	SubShader
 
- 	{
 
- 		Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
 
- 		LOD 100
 
- 		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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
 
- 			#pragma multi_compile __ APPLY_GAMMA
 
- 			#pragma multi_compile __ USING_DEFAULT_TEXTURE
 
- 			#pragma multi_compile __ STEREO_DEBUG
 
- 			#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"
 
- 			#if defined(STEREO_MULTIVIEW_ON)
 
- 				UNITY_SETUP_STEREO_RENDERING
 
- 			#endif
 
- 			#define SHADERLAB_GLSL
 
- 			#include "AVProVideo.cginc"
 
- 		
 
- 			varying vec2 texVal;
 
- 			uniform vec4 _MainTex_ST;
 
- 			uniform mat4 _MainTex_Xfrm;
 
- #if defined(STEREO_DEBUG)
 
- 			varying vec4 tint;
 
- #endif
 
- 			/// @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);
 
- 			}
 
- 			INLINE bool Android_IsStereoEyeLeft()
 
- 			{
 
- 				#if defined(STEREO_MULTIVIEW_ON)
 
- 					int eyeIndex = SetupStereoEyeIndex();
 
- 					return (eyeIndex == 0);
 
- 				#else
 
- 					return IsStereoEyeLeft();
 
- 				#endif
 
- 			}
 
- 			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 = transformTex(gl_MultiTexCoord0, _MainTex_ST);
 
- 				//texVal.x = 1.0 - texVal.x;
 
- 				// 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(), false);
 
- 				texVal.xy *= scaleOffset.xy;
 
- 				texVal.xy += scaleOffset.zw;
 
- #endif
 
- #if defined(STEREO_DEBUG)
 
- 				tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
 
- #endif
 
- 			}
 
- 			#endif
 
- 			#ifdef FRAGMENT
 
- 			varying vec2 texVal;
 
- #if defined(APPLY_GAMMA)
 
- 			vec3 GammaToLinear(vec3 col)
 
- 			{
 
- 				return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);
 
- 			}
 
- #endif
 
- #if defined(USING_DEFAULT_TEXTURE)
 
- 			uniform sampler2D _MainTex;
 
- #else
 
- 			uniform samplerExternalOES _MainTex;
 
- #endif
 
- #if defined(STEREO_DEBUG)
 
- 			varying vec4 tint;
 
- #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(STEREO_DEBUG)
 
- 				col *= tint;
 
- #endif
 
- 				gl_FragColor = col;
 
- 			}
 
- 			#endif
 
- 			ENDGLSL
 
- 		}
 
- 	}
 
- 	
 
- 	Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
 
- }
 
 
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