| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144 | Shader "AVProVideo/Unlit/Transparent (texture+color+fog+stereo+alpha)"{	Properties	{		_MainTex ("Base (RGB) Trans (A)", 2D) = "black" {}		_Color("Main Color", Color) = (1,1,1,1)		_ChromaTex("Chroma", 2D) = "gray" {}		[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0		[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 { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }		LOD 100		ZWrite Off		Blend SrcAlpha OneMinusSrcAlpha		Lighting Off		Cull Off		Pass		{			CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#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 ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT			#pragma multi_compile __ STEREO_DEBUG			#pragma multi_compile __ APPLY_GAMMA			#pragma multi_compile __ USE_YPCBCR			#include "UnityCG.cginc"			#include "AVProVideo.cginc"			struct appdata			{				float4 vertex : POSITION;				float2 uv : TEXCOORD0;#if STEREO_CUSTOM_UV				float2 uv2 : TEXCOORD1;	// Custom uv set for right eye (left eye is in TEXCOORD0)#endif#ifdef UNITY_STEREO_INSTANCING_ENABLED				UNITY_VERTEX_INPUT_INSTANCE_ID#endif			};			struct v2f			{				float4 vertex : SV_POSITION; 				float4 uv : TEXCOORD0;#if STEREO_DEBUG				float4 tint : COLOR;#endif				UNITY_FOG_COORDS(1)#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;			uniform float4 _MainTex_TexelSize;			uniform fixed4 _Color;						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);				o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);				// Horrible hack to undo the scale transform to fit into our UV packing layout logic...				if (_MainTex_ST.y < 0.0)				{					o.uv.y = 1.0 - o.uv.y;				}#if STEREO_TOP_BOTTOM | STEREO_LEFT_RIGHT				float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0);				o.uv.xy *= scaleOffset.xy;				o.uv.xy += scaleOffset.zw;#elif STEREO_CUSTOM_UV				if (!IsStereoEyeLeft())				{					o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);				}#endif#if STEREO_DEBUG				o.tint = GetStereoDebugTint(IsStereoEyeLeft());#endif				o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y < 0.0);				UNITY_TRANSFER_FOG(o, o.vertex);				return o;			}						fixed4 frag (v2f i) : SV_Target			{				fixed4 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 *= _Color;#if STEREO_DEBUG				col *= i.tint;#endif								UNITY_APPLY_FOG(i.fogCoord, col);				return col;			}			ENDCG		}	}}
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