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80 lines
1.8 KiB
Plaintext
80 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Color Space/YCrCbtoRGB Split Alpha"
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{
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Properties
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{
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_YTex ("Y (RGB)", 2D) = "black" {}
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_CrTex ("Cr (RGB)", 2D) = "gray" {}
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_CbTex ("Cb (RGB)", 2D) = "gray" {}
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[KeywordEnum(Vertical, Horizontal)] Mode ("Alpha Mode", Float) = 0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Lighting Off Fog { Color (0,0,0,0) }
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile MODE_VERTICAL MODE_HORIZONTAL
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#include "UnityCG.cginc"
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sampler2D _YTex;
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sampler2D _CbTex;
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sampler2D _CrTex;
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#include "YCbCrtoRGB.cginc"
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struct v2f
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{
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float4 pos : SV_POSITION;
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half2 uvY : TEXCOORD0;
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half2 uvAlpha : TEXCOORD1;
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half2 uvCbCr : TEXCOORD2;
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};
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float4 _YTex_ST;
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float4 _CbTex_ST;
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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float4 texcoordBottom = v.texcoord;
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float4 texcoordTop = v.texcoord;
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#if MODE_VERTICAL
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texcoordBottom.y = ( v.texcoord.y / 2.0f );
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texcoordTop.y = texcoordBottom.y + 0.5f;
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#else
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texcoordBottom.x = ( v.texcoord.x / 2.0f );
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texcoordTop.x = texcoordBottom.x + 0.5f;
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#endif
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o.uvY = TRANSFORM_TEX (texcoordTop, _YTex);
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o.uvAlpha = TRANSFORM_TEX (texcoordBottom, _YTex);
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o.uvCbCr = TRANSFORM_TEX (texcoordTop, _CbTex);
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 rgbVec = YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr));
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rgbVec.w = ((tex2D(_YTex, i.uvAlpha).a - (16.0/255.0)) * (255.0/219.0));
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return rgbVec;
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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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