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							- Shader "AVProVideo/Internal/UI/Transparent Packed (stereo)"
 
- {
 
- 	Properties
 
- 	{
 
- 		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
 
- 		[PerRendererData] _ChromaTex ("Sprite Texture", 2D) = "white" {}
 
- 		_Color ("Tint", Color) = (1,1,1,1)
 
- 		
 
- 		_StencilComp ("Stencil Comparison", Float) = 8
 
- 		_Stencil ("Stencil ID", Float) = 0
 
- 		_StencilOp ("Stencil Operation", Float) = 0
 
- 		_StencilWriteMask ("Stencil Write Mask", Float) = 255
 
- 		_StencilReadMask ("Stencil Read Mask", Float) = 255
 
- 		_ColorMask ("Color Mask", Float) = 15
 
- 		_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
 
- 		_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
 
- 		[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
 
- 		[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye 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"="Transparent" 
 
- 			"IgnoreProjector"="True" 
 
- 			"RenderType"="Transparent" 
 
- 			"PreviewType"="Plane"
 
- 			"CanUseSpriteAtlas"="True"
 
- 		}
 
- 		
 
- 		Stencil
 
- 		{
 
- 			Ref [_Stencil]
 
- 			Comp [_StencilComp]
 
- 			Pass [_StencilOp] 
 
- 			ReadMask [_StencilReadMask]
 
- 			WriteMask [_StencilWriteMask]
 
- 		}
 
- 		Cull Off
 
- 		Lighting Off
 
- 		ZWrite Off
 
- 		ZTest [unity_GUIZTestMode]
 
- 		Fog { Mode Off }
 
- 		Blend SrcAlpha OneMinusSrcAlpha
 
- 		ColorMask [_ColorMask]
 
- 		Pass
 
- 		{
 
- 		CGPROGRAM
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
 
- 			#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
 
- 			#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT
 
- 			#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
 
- 			#pragma multi_compile __ APPLY_GAMMA
 
- 			#pragma multi_compile __ STEREO_DEBUG
 
- 			#pragma multi_compile __ USE_YPCBCR
 
- #if APPLY_GAMMA
 
- 			//#pragma target 3.0
 
- #endif
 
- 			#include "UnityCG.cginc"
 
-             // TODO: once we drop support for Unity 4.x then we can include this
 
- 			//#include "UnityUI.cginc"    
 
- 			#include "../AVProVideo.cginc"
 
- 			
 
- 			struct appdata_t
 
- 			{
 
- 				float4 vertex   : POSITION;
 
- 				float4 color    : COLOR;
 
- 				float2 texcoord : TEXCOORD0;
 
- 			};
 
- 			struct v2f
 
- 			{
 
- 				float4 vertex		 : SV_POSITION;
 
- 				fixed4 color		 : COLOR;
 
- 				half4 uv			 : TEXCOORD0;
 
- 				float4 worldPosition : TEXCOORD1;
 
- 			};
 
- 			
 
- 			uniform fixed4 _Color;
 
- 			uniform sampler2D _MainTex;
 
- #if USE_YPCBCR
 
- 			uniform sampler2D _ChromaTex;
 
- 			uniform float4x4 _YpCbCrTransform;
 
- #endif
 
- 			uniform float4 _MainTex_TexelSize;
 
- 			uniform float _VertScale;
 
- 			uniform float4 _ClipRect;
 
- 			inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
 
- 			{
 
- 			 	float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
 
- 			 	return inside.x * inside.y;
 
- 			}
 
- 			v2f vert(appdata_t IN)
 
- 			{
 
- 				v2f OUT;
 
- 				OUT.worldPosition = IN.vertex;
 
- 				OUT.vertex = XFormObjectToClip(IN.vertex);
 
- #ifdef UNITY_HALF_TEXEL_OFFSET
 
- 				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
 
- #endif
 
- 				OUT.uv.xy = IN.texcoord.xy;
 
- 				// Horrible hack to undo the scale transform to fit into our UV packing layout logic...
 
- 				if (_VertScale < 0.0)
 
- 				{
 
- 					OUT.uv.y = 1.0 - OUT.uv.y;
 
- 				}
 
- #if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT
 
- 				float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_TexelSize.y < 0.0);
 
- 				OUT.uv.xy *= scaleOffset.xy;
 
- 				OUT.uv.xy += scaleOffset.zw;
 
- #endif
 
- 				OUT.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, OUT.uv.xy, _VertScale < 0.0);
 
- 				OUT.color = IN.color * _Color;
 
- #if STEREO_DEBUG
 
- 				OUT.color *= GetStereoDebugTint(IsStereoEyeLeft());
 
- #endif			
 
- 				return OUT;
 
- 			}
 
- 			half4 frag(v2f i) : SV_Target
 
- 			{
 
- 				half4 col;
 
- #if USE_YPCBCR
 
- 				col = SampleYpCbCr(_MainTex, _ChromaTex, i.uv.xy, _YpCbCrTransform);
 
- #else
 
- 				col = SampleRGBA(_MainTex, i.uv.xy);
 
- #endif
 
- #if ALPHAPACK_TOP_BOTTOM | ALPHAPACK_LEFT_RIGHT
 
- 				col.a = SamplePackedAlpha(_MainTex, i.uv.zw);
 
- #endif
 
- 				col *= i.color;
 
- 				
 
- 				col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
 
- 				clip(col.a - 0.001);
 
- 				return col;
 
- 			}
 
- 		ENDCG
 
- 		}
 
- 	}
 
- }
 
 
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