/*=============================================================================== Copyright 2017-2018 PTC Inc. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ===============================================================================*/ Shader "Custom/VideoBackground" { // Used to render the Vuforia Video Background Properties { [NoScaleOffset] _MainTex("Texture", 2D) = "white" {} [NoScaleOffset] _UVTex("UV Texture", 2D) = "white" {} } SubShader { Tags {"Queue" = "geometry-11" "RenderType" = "opaque" } Pass { ZWrite Off Cull Off Lighting Off CGPROGRAM #pragma multi_compile VUFORIA_RGB VUFORIA_YUVNV12 VUFORIA_YUVNV21 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; #if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21) sampler2D _UVTex; float4 _UVTex_ST; #endif struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; #if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21) float2 uv2 : TEXCOORD1; #endif }; v2f vert(appdata_base v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); #if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21) o.uv2 = TRANSFORM_TEX(v.texcoord, _UVTex); #endif return o; } #if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21) half4 frag(v2f i) : COLOR { half4 c; half2 uv = tex2D(_UVTex, i.uv2).rg; float y = tex2D(_MainTex, i.uv).r; #if VUFORIA_YUVNV12 half4 v4yuv1 = half4(y, uv, 1.0); c.r = dot(half4(1.1640625, 0.000000000, 1.5957031250, -0.87060546875), v4yuv1); c.g = dot(half4(1.1640625, -0.390625000, -0.8134765625, 0.52929687500), v4yuv1); c.b = dot(half4(1.1640625, 2.017578125, 0.0000000000, -1.08154296875), v4yuv1); c.a = 1.0; #else half4 v4yuv1 = half4(y, uv, 1.0); c.r = dot(half4(1.1640625, 1.5957031250, 0.000000000, -0.87060546875), v4yuv1); c.g = dot(half4(1.1640625, -0.8134765625, -0.390625000, 0.52929687500), v4yuv1); c.b = dot(half4(1.1640625, 0.0000000000, 2.017578125, -1.08154296875), v4yuv1); c.a = 1.0; #endif #ifdef UNITY_COLORSPACE_GAMMA return c; #else return fixed4(GammaToLinearSpace(c.rgb), c.a); #endif } #else half4 frag(v2f i) : COLOR { half4 c = tex2D(_MainTex, i.uv); c.rgb = c.rgb; c.a = 1.0; #ifdef UNITY_COLORSPACE_GAMMA return c; #else return fixed4(GammaToLinearSpace(c.rgb), c.a); #endif } #endif ENDCG } } Fallback "Legacy Shaders/Diffuse" }