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							- Shader "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+alpha) - Android OES ONLY" 
 
- {
 
- 	Properties 
 
- 	{
 
- 		_MainTex ("Base (RGB)", 2D) = "black" {}
 
- 		_ChromaTex("Chroma", 2D) = "white" {}			// For fallback shader
 
- 		_Color("Color", Color) = (0.0, 1.0, 0.0, 1.0)
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo("Stereo Mode", Float) = 0
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
 
- 		[KeywordEnum(None, Left, Right)] ForceEye("Force Eye Mode", Float) = 0
 
- 		[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
 
- 		[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
 
- 		[Toggle(HIGH_QUALITY)] _HighQuality("High Quality", Float) = 0
 
- 		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
 
- 		_EdgeFeather("Edge Feather", Range (0, 1)) = 0.02
 
- 	}
 
- 	SubShader 
 
- 	{
 
- 		Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
 
- 		Pass
 
- 		{ 
 
- 			ZWrite On
 
- 			Blend SrcAlpha OneMinusSrcAlpha
 
- 			Cull Front
 
- 			Lighting Off
 
- 			GLSLPROGRAM
 
- 			#pragma only_renderers gles gles3
 
- 			#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
 
- 			#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
 
- 			#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
 
- 			#pragma multi_compile __ LAYOUT_EQUIRECT180
 
- 			#pragma multi_compile __ STEREO_DEBUG
 
- 			#pragma multi_compile __ HIGH_QUALITY
 
- 			#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;
 
- #include "UnityCG.glslinc"
 
- #if defined(STEREO_MULTIVIEW_ON)
 
- 	UNITY_SETUP_STEREO_RENDERING
 
- #endif
 
- #define SHADERLAB_GLSL
 
- #include "AVProVideo.cginc"
 
- 			#ifdef VERTEX
 
- 			INLINE bool Android_IsStereoEyeLeft()
 
- 			{
 
- 				#if defined(STEREO_MULTIVIEW_ON)
 
- 					int eyeIndex = SetupStereoEyeIndex();
 
- 					return (eyeIndex == 0);
 
- 				#else
 
- 					return IsStereoEyeLeft();
 
- 				#endif
 
- 			}
 
- #if defined(HIGH_QUALITY)
 
- 			varying vec3 texNormal;
 
- 	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
 
- 			varying vec4 texScaleOffset;
 
- 	#endif
 
- #else
 
- 			varying vec3 texVal;
 
- 	#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
 
- 			varying vec2 alphaPackOffset;
 
- 	#endif
 
- 			uniform vec4 _MainTex_ST;
 
- 			uniform vec4 _MainTex_TexelSize;
 
- 			uniform mat4 _MainTex_Xfrm;
 
- #endif
 
- #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(vec2 texCoord, vec4 texST) 
 
- 			{
 
- 				return (texCoord * texST.xy + texST.zw);
 
- 			}
 
- 			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
 
- #if defined(HIGH_QUALITY)
 
- 				texNormal = normalize(gl_Normal.xyz);
 
- 	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
 
- 				texScaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
 
- 	#endif
 
- #else
 
- 				texVal.xy = gl_MultiTexCoord0.xy;
 
- 				texVal.xy = transformTex(gl_MultiTexCoord0.xy, _MainTex_ST);
 
- 				texVal.x = 1.0 - texVal.x;
 
- 	#if defined(LAYOUT_EQUIRECT180)
 
- 				texVal.x = ((texVal.x - 0.5) * 2.0) + 0.5;
 
- 				// Set value for clipping if UV area is behind viewer
 
- 				texVal.z = (gl_MultiTexCoord0.x > 0.25 && gl_MultiTexCoord0.x < 0.75) ? 1.0 : -1.0;
 
- 	#else
 
- 				texVal.z = 0.0;
 
- 	#endif
 
- 				// 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;
 
- 	#elif defined(STEREO_CUSTOM_UV)
 
- 				if(!Android_IsStereoEyeLeft())
 
- 				{
 
- 					texVal.xy= transformTex(gl_MultiTexCoord1.xy, _MainTex_ST);
 
- 					texVal.xy = vec2(1.0, 1.0) - texVal.xy;
 
- 				}
 
- 	#endif
 
- 	#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
 
- 				vec4 alphaOffset = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
 
- 		#if defined(ALPHAPACK_TOP_BOTTOM)
 
- 				alphaOffset.yw = alphaOffset.wy;
 
- 		#endif
 
- 				texVal.xy = alphaOffset.xy;
 
- 				alphaPackOffset = alphaOffset.zw;
 
- 	#endif
 
- #endif
 
- #if defined(STEREO_DEBUG)
 
- 				tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
 
- #endif
 
- 			}
 
- 			#endif
 
- 			#ifdef FRAGMENT
 
- #if defined(HIGH_QUALITY)
 
- 	#if defined (GL_FRAGMENT_PRECISION_HIGH)
 
- 			precision highp float;
 
- 	#endif
 
- 			varying vec3 texNormal;
 
- 	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
 
- 			varying vec4 texScaleOffset;
 
- 	#endif
 
- 			uniform mat4 _MainTex_Xfrm;
 
- #else
 
- 			varying vec3 texVal;
 
- 	#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
 
- 			varying vec2 alphaPackOffset;
 
- 	#endif
 
- #endif
 
- 			uniform float _EdgeFeather;
 
- #if defined(STEREO_DEBUG)
 
- 			varying vec4 tint;
 
- #endif
 
- #if defined(HIGH_QUALITY)
 
- 			vec2 NormalToEquiRect(vec3 n)
 
- 			{
 
- 				const float M_1_PI = 0.31830988618379067153776752674503;  // 1.0/PI
 
- 				const float M_1_2PI = 0.15915494309189533576888376337251; // 2.0/PI
 
- 				vec2 uv;
 
- 				uv.x = 0.5 - atan(n.z, n.x) * M_1_2PI;
 
- 				uv.y = 0.5 - asin(-n.y) * M_1_PI;
 
- 				return uv;
 
- 			}
 
- 			/// @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(vec2 texCoord, vec4 texST) 
 
- 			{
 
- 				return (texCoord * texST.xy + texST.zw);
 
- 			}
 
- 			uniform vec4 _MainTex_ST;
 
- 			uniform vec4 _MainTex_TexelSize;
 
- #endif
 
- 			uniform vec4 _Color;
 
- #if defined(USING_DEFAULT_TEXTURE)
 
- 			uniform sampler2D _MainTex;
 
- #else
 
- 			uniform samplerExternalOES _MainTex;
 
- #endif
 
- 			void main()
 
- 			{
 
- 				vec4 uv = vec4(0.0, 0.0, 0.0, 0.0);
 
- #if defined(HIGH_QUALITY)
 
- 				vec3 n = normalize(texNormal);
 
- 	#if defined(LAYOUT_EQUIRECT180)
 
- 				if( n.z > 0.0001 )
 
- 				{
 
- 					// Clip pixels on the back of the sphere
 
- 					discard;
 
- 				}
 
- 	#endif
 
- 				uv.xy = NormalToEquiRect(n);
 
- 				uv.x += 0.75;
 
- 				uv.x = mod(uv.x, 1.0);
 
- 				uv.xy = transformTex(uv.xy, _MainTex_ST);
 
- 	#if defined(LAYOUT_EQUIRECT180)
 
- 				uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
 
- 	#endif
 
- 				// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
 
- 				uv.xy = (_MainTex_Xfrm * vec4(uv.x, uv.y, 0.0, 1.0)).xy;
 
- 	#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
 
- 				uv.xy *= texScaleOffset.xy;
 
- 				uv.xy += texScaleOffset.zw;
 
- 	#endif
 
- 	#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
 
- 				uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
 
- 		#if defined(ALPHAPACK_TOP_BOTTOM)
 
- 				uv.yw = uv.wy;
 
- 		#endif
 
- 	#endif
 
- #else
 
- 				uv.xy = texVal.xy;
 
- 	#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
 
- 				uv.zw = alphaPackOffset;
 
- 	#endif
 
- 	#if defined(LAYOUT_EQUIRECT180)
 
- 				if( texVal.z < -0.0001 )
 
- 				{
 
- 					// Clip pixels on the back of the sphere
 
- 					discard;
 
- 				}
 
- 	#endif
 
- #endif
 
- 				vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
 
- #if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
 
- 	#if __VERSION__ < 300
 
- 				col = texture2D(_MainTex, uv.xy);
 
- 	#else
 
- 				col = texture(_MainTex, uv.xy);
 
- 	#endif
 
- #endif
 
- 				col *= _Color;
 
- #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)
 
- 		#if __VERSION__ < 300
 
- 				vec3 rgb = texture2D(_MainTex, uv.zw).rgb;
 
- 		#else
 
- 				vec3 rgb = texture(_MainTex, uv.zw).rgb;
 
- 		#endif
 
- 				col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
 
- 	#else
 
- 				col.a = 1.0;
 
- 	#endif
 
- #endif
 
- #if defined(STEREO_DEBUG)
 
- 				col *= tint;
 
- #endif
 
- #if defined(LAYOUT_EQUIRECT180)
 
- 				// Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges
 
- 				if (_EdgeFeather > 0.0)
 
- 				{
 
- 					vec4 featherDirection = vec4(0.0, 0.0, 1.0, 1.0);
 
- 					
 
- #if defined(STEREO_TOP_BOTTOM)
 
- 					if (uv.y > 0.5)
 
- 					{
 
- 						featherDirection.y = 0.5;
 
- 					}
 
- 					else
 
- 					{
 
- 						featherDirection.w = 0.5;
 
- 					}
 
- #endif
 
- #if defined(STEREO_LEFT_RIGHT)
 
- 					if (uv.x > 0.5)
 
- 					{
 
- 						featherDirection.x = 0.5;
 
- 					}
 
- 					else
 
- 					{
 
- 						featherDirection.z = 0.5;
 
- 					}
 
- #endif
 
- #if defined(ALPHAPACK_TOP_BOTTOM)
 
- 					featherDirection.w *= 0.5;
 
- #endif
 
- #if defined(ALPHAPACK_LEFT_RIGHT)
 
- 					featherDirection.z *= 0.5;
 
- #endif
 
- 					float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
 
- 					float a = smoothstep(0.0, _EdgeFeather, d);
 
- 					col.a *= a;
 
- 				}
 
- #endif
 
- 				gl_FragColor = col;
 
- 			}
 
- 			#endif
 
- 				
 
- 			ENDGLSL
 
- 		}
 
- 	}
 
- 	
 
- 	Fallback "AVProVideo/VR/InsideSphere Unlit Transparent (stereo+color+fog+alpha)"
 
- }
 
 
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