Files
BabyVideo/Assets/AVProVideo/Runtime/Shaders/AVProVideo-Skybox-Sphere-AndroidOES.shader
2026-02-09 20:10:14 +08:00

187 lines
4.8 KiB
GLSL

Shader "AVProVideo/Skybox/Sphere - Android OES"
{
Properties
{
_Tint ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _MainTex ("MainTex (HDR)", 2D) = "grey" { }
[NoScaleOffset] _ChromaTex ("Chroma", 2D) = "grey" { }
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
[KeywordEnum(None, EquiRect180)] Layout("Layout", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
}
SubShader
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off
ZWrite Off
Pass
{
GLSLPROGRAM
#pragma only_renderers gles3
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USE_YPCBCR
#pragma multi_compile __ LAYOUT_EQUIRECT180
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
precision mediump float;
#include "UnityCG.glslinc"
#if defined(STEREO_MULTIVIEW_ON)
UNITY_SETUP_STEREO_RENDERING
#endif
#define SHADERLAB_GLSL
#include "AVProVideo.cginc"
#define fmod(x, y) ((x) - (y) * floor((x) / (y)))
const float CONST_PI = 3.14159265359;
//--------------------------------------------------------------------------------------------------------------
// Vertex shader
#ifdef VERTEX
uniform vec4 _MainTex_ST;
uniform float _Rotation;
out vec3 texcoord;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
out vec4 scaleOffset;
#endif
#if defined(STEREO_DEBUG)
out vec4 tint;
#endif
vec3 RotateAroundYInDegrees(vec3 vertex, float degrees)
{
float alpha = degrees * CONST_PI / 180.0;
float sina = sin(alpha);
float cosa = cos(alpha);
mat2 m = mat2(cosa, -sina, sina, cosa);
return vec3(m * vertex.xz, vertex.y).xzy;
}
void main()
{
vec3 rotated = RotateAroundYInDegrees(gl_Vertex.xyz, _Rotation);
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
mat4 vpMatrix = GetStereoMatrixVP(eyeIndex);
gl_Position = vpMatrix * unity_ObjectToWorld * vec4(rotated, 0.0);
#else
gl_Position = XFormObjectToClip(vec4(rotated, 0.0));
#endif
#if defined(FORCEEYE_LEFT)
bool isLeftEye = true;
#elif defined(FORCEEYE_RIGHT)
bool isLeftEye = false;
#elif defined(STEREO_MULTIVIEW_ON)
bool isLeftEye = eyeIndex == 0;
#else
bool isLeftEye = true;
#endif
texcoord = gl_Vertex.xyz;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
scaleOffset = GetStereoScaleOffset(isLeftEye, true);
#endif
#if defined(STEREO_DEBUG)
tint = GetStereoDebugTint(isLeftEye);
#endif
}
#endif // VERTEX
//--------------------------------------------------------------------------------------------------------------
// Fragment shader
#ifdef FRAGMENT
in vec3 texcoord;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
in vec4 scaleOffset;
#endif
#if defined(STEREO_DEBUG)
in vec4 tint;
#endif
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
uniform vec4 _MainTex_ST;
uniform mat4 _MainTex_Xfrm;
uniform float _Exposure;
uniform vec4 _Tint;
vec2 toRadialCoords(vec3 coords)
{
vec3 normalizedCoords = normalize(coords);
float latitude = acos(normalizedCoords.y);
float longitude = atan(normalizedCoords.z, normalizedCoords.x);
vec2 sphereCoords = vec2(longitude, latitude) * vec2(0.5 / CONST_PI, 1.0 / CONST_PI);
vec2 radial = vec2(0.5, 1.0) - sphereCoords;
radial.x += 0.25;
radial.x = fmod(radial.x, 1.0);
return radial;
}
vec2 transformTex(vec2 texCoord, vec4 texST)
{
return texCoord * texST.xy + texST.zw;
}
void main()
{
vec2 tc = toRadialCoords(texcoord);
#if defined(LAYOUT_EQUIRECT180)
tc.x = ((tc.x - 0.5) * 2.0) + 0.5;
if (tc.x < 0.0 || tc.x > 1.0)
{
discard;
}
#endif
tc = (_MainTex_Xfrm * vec4(tc.x, tc.y, 0.0, 1.0)).xy;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
tc.xy *= scaleOffset.xy;
tc.xy += scaleOffset.zw;
#endif
tc = transformTex(tc, _MainTex_ST);
vec4 col = texture(_MainTex, tc);
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
col.rgb *= _Exposure;
// col.rgb *= _Tint.rgb;
#if defined(STEREO_DEBUG)
col *= tint;
#endif
gl_FragColor = col;
}
#endif // FRAGMENT
ENDGLSL
}
}
Fallback "AVProVideo/Skybox/Sphere"
}