Shader "AVProVideo/Internal/UI/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 [KeywordEnum(None, Top_Bottom, Left_Right, Two_Textures)] 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 MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_TWO_TEXTURES #pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT #pragma multi_compile __ APPLY_GAMMA #pragma multi_compile __ STEREO_DEBUG #pragma multi_compile __ USE_YPCBCR #include "UnityCG.cginc" #include "../AVProVideo.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; half2 texcoord : TEXCOORD0; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_VERTEX_OUTPUT_STEREO #endif }; uniform half4 _Color; uniform sampler2D _MainTex; #if STEREO_TWO_TEXTURES uniform sampler2D _MainTex_R; #endif #if USE_YPCBCR uniform sampler2D _ChromaTex; #if STEREO_TWO_TEXTURES uniform sampler2D _ChromaTex_R; #endif uniform float4x4 _YpCbCrTransform; #endif uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform float4x4 _MainTex_Xfrm; v2f vert(appdata_t i) { v2f o; #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_INSTANCE_ID(i); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endif o.vertex = XFormObjectToClip(i.vertex); #if UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1.0, 1.0); #endif o.texcoord.xy = mul(_MainTex_Xfrm, float4(i.texcoord.xy, 0.0, 1.0)).xy; o.texcoord.xy = TRANSFORM_TEX(o.texcoord.xy, _MainTex); #if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT float4 scaleOffset = GetStereoScaleOffset(IsStereoEyeLeft(), _MainTex_ST.y < 0.0); o.texcoord.xy *= scaleOffset.xy; o.texcoord.xy += scaleOffset.zw; #endif o.color = i.color * _Color; #if STEREO_DEBUG o.color *= GetStereoDebugTint(IsStereoEyeLeft()); #endif return o; } inline half4 sampleTextureForEye(float2 uv, bool rightEye) { #if STEREO_TWO_TEXTURES if (rightEye) { #if USE_YPCBCR return SampleYpCbCr(_MainTex_R, _ChromaTex_R, uv, _YpCbCrTransform); #else return SampleRGBA(_MainTex_R, uv); #endif } else #endif { #if USE_YPCBCR return SampleYpCbCr(_MainTex, _ChromaTex, uv, _YpCbCrTransform); #else return SampleRGBA(_MainTex, uv); #endif } } half4 frag(v2f i) : SV_Target { #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); #endif half4 col = sampleTextureForEye(i.texcoord, IsStereoEyeRight()); col *= i.color; return col; } ENDCG } } }