Shader "LeviathanVideo/YUV420P_3D" { Properties { _MainTex ("YTexture", 2D) = "white" {} _UTex("UTexture",2D)="white"{} _VTex("VTexture",2D)="white"{} [Toggle]_ReverseY("Reverse Y",Float)=1 _Color ("Tint", Color) = (1,1,1,1) [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2 [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Cull [_Cull] Lighting Off ZWrite [_ZWrite] ZTest [_ZTest] Blend SrcAlpha OneMinusSrcAlpha Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" //Rec.709 static const half3x3 YUV_TO_RGB = half3x3( 1.16438, 1.16438, 1.16438, 0.0, -0.21325, 2.11240, 1.79274, -0.53291, 0.0 ); struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex,_UTex,_VTex; fixed4 _Color; float4 _MainTex_ST; half _ReverseY; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); if (_ReverseY > 0) { OUT.texcoord.y = 1 - OUT.texcoord.y; } OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half3 c = 0; c.r = (tex2D(_MainTex, IN.texcoord)).a - (16/255.0); c.g = (tex2D(_UTex, IN.texcoord)).a - (128/255.0); c.b = (tex2D(_VTex, IN.texcoord)).a - (128/255.0); c = mul(c, YUV_TO_RGB); half4 color = half4(c, IN.color.a); color.rgb = saturate(color * _Color); #ifdef UNITY_COLORSPACE_GAMMA #else color.rgb = pow(color.rgb, 2.2); #endif return color * IN.color; } ENDCG } } }