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							- Shader "AVProVideo/VR/InsideSphere Unlit (stereo+fog)"
 
- {
 
- 	Properties
 
- 	{
 
- 		_MainTex ("Texture", 2D) = "black" {}
 
- 		_ChromaTex("Chroma", 2D) = "white" {}
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
 
- 		[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
 
- 		[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
 
- 		[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
 
- 		[Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 0
 
- 		[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
 
- 		[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", 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"
 
- #if HIGH_QUALITY || APPLY_GAMMA
 
- 			#pragma target 3.0
 
- #endif
 
- 			#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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
 
- 			#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
 
- 			#pragma multi_compile __ STEREO_DEBUG
 
- 			#pragma multi_compile __ HIGH_QUALITY
 
- 			#pragma multi_compile __ APPLY_GAMMA
 
- 			#pragma multi_compile __ USE_YPCBCR
 
- 			#pragma multi_compile __ LAYOUT_EQUIRECT180
 
- 			struct appdata
 
- 			{
 
- 				float4 vertex : POSITION; // vertex position
 
- #if HIGH_QUALITY
 
- 				float3 normal : NORMAL;
 
- #else
 
- 				float2 uv : TEXCOORD0; // texture coordinate			
 
- #if STEREO_CUSTOM_UV
 
- 				float2 uv2 : TEXCOORD1;	// Custom uv set for right eye (left eye is in TEXCOORD0)
 
- #endif
 
- #endif
 
- #ifdef UNITY_STEREO_INSTANCING_ENABLED
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- #endif
 
- 			};
 
- 			struct v2f
 
- 			{
 
- 				float4 vertex : SV_POSITION; // clip space position
 
- #if HIGH_QUALITY
 
- 				float3 normal : TEXCOORD0;
 
- 				
 
- #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
 
- 				float4 scaleOffset : TEXCOORD1; // texture coordinate
 
- 				UNITY_FOG_COORDS(2)
 
- #else
 
- 				UNITY_FOG_COORDS(1)
 
- #endif
 
- #else
 
- 				float2 uv : TEXCOORD0; // texture coordinate
 
- 				UNITY_FOG_COORDS(1)
 
- #endif
 
- #if STEREO_DEBUG
 
- 				float4 tint : COLOR;
 
- #endif
 
- #ifdef UNITY_STEREO_INSTANCING_ENABLED
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- #endif
 
- 			};
 
- 			uniform sampler2D _MainTex;
 
- #if USE_YPCBCR
 
- 			uniform sampler2D _ChromaTex;
 
- 			uniform float4x4 _YpCbCrTransform;
 
- #endif
 
- 			uniform float4 _MainTex_ST;
 
- 			v2f vert (appdata v)
 
- 			{
 
- 				v2f o;
 
- #ifdef UNITY_STEREO_INSTANCING_ENABLED
 
- 				UNITY_SETUP_INSTANCE_ID(v);						// calculates and sets the built-n unity_StereoEyeIndex and unity_InstanceID Unity shader variables to the correct values based on which eye the GPU is currently rendering
 
- 				UNITY_INITIALIZE_OUTPUT(v2f, o);				// initializes all v2f values to 0
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);		// tells the GPU which eye in the texture array it should render to
 
- #endif
 
- 				o.vertex = XFormObjectToClip(v.vertex);
 
- #if !HIGH_QUALITY
 
- 				o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
 
- 				#if LAYOUT_EQUIRECT180
 
- 				o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;
 
- 				#endif
 
- 				o.uv.xy = float2(1.0-o.uv.x, o.uv.y);
 
- #endif
 
- #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
 
- 				float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0);
 
- 				#if !HIGH_QUALITY
 
- 				o.uv.xy *= scaleOffset.xy;
 
- 				o.uv.xy += scaleOffset.zw;
 
- 				#else
 
- 				o.scaleOffset = scaleOffset;
 
- 				#endif
 
- #elif STEREO_CUSTOM_UV && !HIGH_QUALITY
 
- 				if (!IsStereoEyeLeft())
 
- 				{
 
- 					o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
 
- 					o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
 
- 				}
 
- #endif
 
- #if HIGH_QUALITY
 
- 				o.normal = v.normal;
 
- #endif
 
- 				#if STEREO_DEBUG
 
- 				o.tint = GetStereoDebugTint(IsStereoEyeLeft());
 
- 				#endif
 
- 				UNITY_TRANSFER_FOG(o, o.vertex);
 
- 				return o;
 
- 			}
 
- 			
 
- 			fixed4 frag (v2f i) : SV_Target
 
- 			{
 
- 				float2 uv;
 
- #if HIGH_QUALITY
 
- 				float3 n = normalize(i.normal);
 
- 				float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
 
- 				float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
 
- 				uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
 
- 				uv.y = 0.5 - asin(-n.y) * M_1_PI;
 
- 				uv.x += 0.75;
 
- 				uv.x = fmod(uv.x, 1.0);
 
- 				//uv.x = uv.x % 1.0;
 
- 				uv.xy = TRANSFORM_TEX(uv, _MainTex);
 
- 				#if LAYOUT_EQUIRECT180
 
- 				uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
 
- 				#endif
 
- 				#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
 
- 				uv.xy *= i.scaleOffset.xy;
 
- 				uv.xy += i.scaleOffset.zw;
 
- 				#endif
 
- #else
 
- 				uv = i.uv;
 
- #endif
 
- 				fixed4 col;
 
- #if USE_YPCBCR
 
- 				col = SampleYpCbCr(_MainTex, _ChromaTex, uv, _YpCbCrTransform);
 
- #else
 
- 				col = SampleRGBA(_MainTex, uv);
 
- #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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