Files
ZHGD_Web/Assets/3rds/AVProVideo/Runtime/Shaders/Resources/AVProVideo-Internal-UI-Default-Transparent-Android OES.shader
2025-07-13 23:16:20 +08:00

162 lines
4.2 KiB
GLSL

Shader "AVProVideo/Internal/UI/Transparent Packed - AndroidOES"
{
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
_VertScale("Vertical Scale", Range(-1, 1)) = 1.0
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", 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
{
GLSLPROGRAM
#pragma only_renderers gles gles3
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USE_YPCBCR
#extension GL_OES_EGL_image_external : require
#extension GL_OES_EGL_image_external_essl3 : enable
#if defined(APPLY_GAMMA)
//#pragma target 3.0
#endif
#ifdef VERTEX
#include "UnityCG.glslinc"
// TODO: once we drop support for Unity 4.x then we can include this
//#include "UnityUI.cginc"
#define SHADERLAB_GLSL
#include "../AVProVideo.cginc"
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
varying vec4 texVal;
#else
varying vec2 texVal;
#endif
uniform vec4 _MainTex_ST;
uniform vec4 _MainTex_TexelSize;
uniform mat4 _TextureMatrix;
/// @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);
}
void main()
{
gl_Position = XFormObjectToClip(gl_Vertex);
texVal.xy = transformTex(gl_MultiTexCoord0, _MainTex_ST);
// 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(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
texVal = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, texVal.xy, _MainTex_ST.y < 0.0);
#if defined(ALPHAPACK_TOP_BOTTOM)
texVal.yw = texVal.wy;
#endif
#endif
}
#endif
#ifdef FRAGMENT
#if defined(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
varying vec4 texVal;
#else
varying vec2 texVal;
#endif
#if defined(USING_DEFAULT_TEXTURE)
uniform sampler2D _MainTex;
#else
uniform samplerExternalOES _MainTex;
#endif
#if defined(APPLY_GAMMA)
vec3 GammaToLinear(vec3 col)
{
return pow(col, vec3(2.2, 2.2, 2.2));
}
#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(ALPHAPACK_TOP_BOTTOM) || defined(ALPHAPACK_LEFT_RIGHT)
#if defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
vec3 rgb = texture2D(_MainTex, texVal.zw).rgb;
col.a = (rgb.r + rgb.g + rgb.b) / 3.0;
#else
col.a = 1.0;
#endif
#endif
gl_FragColor = col;
}
#endif
ENDGLSL
}
}
Fallback "AVProVideo/Internal/UI/Transparent Packed"
}