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