arskrald/AR-2/Assets/Vuforia/Shaders/VideoBackground.shader

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2019-02-13 15:20:58 +00:00
/*===============================================================================
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"
}