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ZHGD_Web/Assets/3rds/AVProVideo/Runtime/Shaders/AVProVideo-Unlit-AndroidOES.shader

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2025-07-13 23:16:20 +08:00
Shader "AVProVideo/Unlit/Opaque (texture+color+stereo support) - Android OES ONLY"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "gray" {} // For fallback shader
_Color("Main Color", Color) = (1,1,1,1) // For fallback shader
[KeywordEnum(None, Top_Bottom, Left_Right)] Stereo("Stereo Mode", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug("Stereo Debug Tinting", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="False" "Queue"="Geometry" }
LOD 100
Lighting Off
Cull Off
Pass
{
GLSLPROGRAM
#pragma only_renderers gles gles3
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USING_DEFAULT_TEXTURE
#pragma multi_compile __ STEREO_DEBUG
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
precision mediump float;
#ifdef VERTEX
#include "UnityCG.glslinc"
#if defined(STEREO_MULTIVIEW_ON)
UNITY_SETUP_STEREO_RENDERING
#endif
#define SHADERLAB_GLSL
#include "AVProVideo.cginc"
varying vec2 texVal;
uniform vec4 _MainTex_ST;
uniform mat4 _TextureMatrix;
#if defined(STEREO_DEBUG)
varying vec4 tint;
#endif
/// @fix: explicit TRANSFORM_TEX(); Unity's preprocessor chokes when attempting to use the TRANSFORM_TEX() macro in UnityCG.glslinc
/// (as of Unity 4.5.0f6; issue dates back to 2011 or earlier: http://forum.unity3d.com/threads/glsl-transform_tex-and-tiling.93756/)
vec2 transformTex(vec4 texCoord, vec4 texST)
{
return (texCoord.xy * texST.xy + texST.zw);
}
INLINE bool Android_IsStereoEyeLeft()
{
#if defined(STEREO_MULTIVIEW_ON)
int eyeIndex = SetupStereoEyeIndex();
return (eyeIndex == 0);
#else
return IsStereoEyeLeft();
#endif
}
void main()
{
gl_Position = XFormObjectToClip(gl_Vertex);
texVal = transformTex(gl_MultiTexCoord0, _MainTex_ST);
//texVal.x = 1.0 - texVal.x;
// Apply texture transformation matrix - adjusts for offset/cropping (when the decoder decodes in blocks that overrun the video frame size, it pads)
texVal.xy = (_TextureMatrix * vec4(texVal.x, texVal.y, 0.0, 1.0) ).xy;
#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
vec4 scaleOffset = GetStereoScaleOffset(Android_IsStereoEyeLeft(), false);
texVal.xy *= scaleOffset.xy;
texVal.xy += scaleOffset.zw;
#endif
#if defined(STEREO_DEBUG)
tint = GetStereoDebugTint(Android_IsStereoEyeLeft());
#endif
}
#endif
#ifdef FRAGMENT
varying vec2 texVal;
#if defined(APPLY_GAMMA)
vec3 GammaToLinear(vec3 col)
{
return col * (col * (col * 0.305306011 + 0.682171111) + 0.012522878);
}
#endif
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
#if defined(STEREO_DEBUG)
varying vec4 tint;
#endif
void main()
{
#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
vec4 col = texture2D(_MainTex, texVal.xy);
#else
vec4 col = vec4(1.0, 1.0, 0.0, 1.0);
#endif
#if defined(APPLY_GAMMA)
col.rgb = GammaToLinear(col.rgb);
#endif
#if defined(STEREO_DEBUG)
col *= tint;
#endif
gl_FragColor = col;
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/Unlit/Opaque (texture+color+fog+stereo support)"
}