124 lines
3.6 KiB
Plaintext
124 lines
3.6 KiB
Plaintext
Shader "LeviathanVideo/YUV420P_3D_Alpha_Right"
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{
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Properties
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{
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_MainTex ("YTexture", 2D) = "white" {}
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_UTex("UTexture",2D)="white"{}
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_VTex("VTexture",2D)="white"{}
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[Toggle]_ReverseY("Reverse Y",Float)=1
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_Color ("Tint", Color) = (1,1,1,1)
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_ValidWidthRatio ("ValidWidthRatio", Float) = 1
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
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[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
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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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}
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Cull [_Cull]
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Lighting Off
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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//Rec.709
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static const half3x3 YUV_TO_RGB = half3x3(
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1.16438, 1.16438, 1.16438,
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0.0, -0.21325, 2.11240,
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1.79274, -0.53291, 0.0
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);
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static const float FLOAT_16_255 = 16.0 / 255.0;
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static const float FLOAT_128_255 = 128.0 / 255.0;
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex,_UTex,_VTex;
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fixed4 _Color;
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float4 _MainTex_ST;
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float _ValidWidthRatio;
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half _ReverseY;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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if (_ReverseY > 0)
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{
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OUT.texcoord.y = 1 - OUT.texcoord.y;
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}
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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half3 c = 0;
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half2 uv = IN.texcoord;
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half ratio = 0.5 * _ValidWidthRatio;
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half2 uv1 = half2(uv.x * ratio, uv.y);
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half2 uv2 = half2(uv.x * ratio + ratio, uv.y);
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c.r = tex2D(_MainTex, uv1).a - FLOAT_16_255;
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c.g = tex2D(_UTex, uv1).a - FLOAT_128_255;
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c.b = tex2D(_VTex, uv1).a - FLOAT_128_255;
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c = mul(c, YUV_TO_RGB);
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half3 ca = 0;
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ca.r = tex2D(_MainTex, uv2).a - FLOAT_16_255;
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ca.g = tex2D(_UTex, uv2).a - FLOAT_128_255;
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ca.b = 1;
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ca = mul(ca, YUV_TO_RGB);
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c /= clamp(ca.b, 0.01, 1);
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c = saturate(c);
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half4 color = half4(c, ca.b);
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#ifdef UNITY_COLORSPACE_GAMMA
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#else
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color.rgb = pow(color.rgb, 2.2);
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#endif
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color.rgb = color.rgb * _Color.rgb;
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return color * IN.color;
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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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