first commit
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Shader "AVProVideo/Internal/Preview"
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{
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Properties
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{
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_MainTex("Texture", any) = "" {}
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}
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SubShader
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{
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Tags { "ForceSupported" = "True" }
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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Name "ALPHA BLEND"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "../AVProVideo.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _GUIClipTexture;
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uniform bool _ManualTex2SRGB;
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uniform float4 _MainTex_ST;
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uniform fixed4 _Color;
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uniform float4x4 unity_GUIClipTextureMatrix;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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float3 eyePos = UnityObjectToViewPos(v.vertex);
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o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 colTex = tex2D(_MainTex, i.texcoord);
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if (_ManualTex2SRGB)
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colTex.rgb = LinearToGamma(colTex.rgb);
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fixed4 col = colTex * i.color;
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col.a *= tex2D(_GUIClipTexture, i.clipUV).a;
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return col;
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}
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ENDCG
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}
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}
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Fallback off
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}
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