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