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QuizzinMk5.1/Packages/com.texelsaur.video/Runtime/Shaders/RealtimeEmissiveGamma.shader
2025-11-09 03:24:14 +00:00

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// Copy of VRCSDK Video/RealtimeEmissiveGamma
// Aspect ratio correction by Merlin from USharpVideo
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "VideoTXL/RealtimeEmissiveGamma" {
Properties{
_MainTex("Emissive (RGB)", 2D) = "black" {}
_MarginTex("Margin (RGB)", 2D) = "black" {}
_Emission("Emission Scale", Float) = 1
_AspectRatio("Aspect Ratio", Float) = 1.777777
[HideInInspector] _TexAspectRatio("Aspect Ratio Override", Float) = 0
[Enum(Fit,0,Fit Height,1,Fit Width,2,Stretch,3,Fill,4)] _FitMode("Fit Mode", Int) = 0
[Toggle] _ApplyGammaAVPro("Apply Gamma", Int) = 0
[Toggle] _IsAVProInput("Is AV Pro Input", Int) = 0
[Toggle] _InvertAVPro("Invert AVPro", Int) = 0
}
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#pragma shader_feature _EMISSION
#pragma multi_compile_local APPLY_GAMMA_OFF APPLY_GAMMA
#include "VideoTXL.cginc"
fixed _Emission;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _MarginTex;
float4 _MarginTex_ST;
struct Input {
float2 uv_MainTex;
};
int _IsAVProInput;
int _InvertAVPro;
int _ApplyGammaAVPro;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o) {
float2 uv = float2(0, 0);
float visibility = 0;
TXL_ComputeScreenFit(IN.uv_MainTex.xy, _MainTex_TexelSize.zw, uv, visibility);
if (_IsAVProInput && _InvertAVPro)
uv.y = 1 - uv.y;
float2 muv = TRANSFORM_TEX(float2(IN.uv_MainTex.x, IN.uv_MainTex.y), _MarginTex);
float4 margin = tex2D(_MarginTex, muv) * _Emission * (1 - visibility);
fixed4 e = tex2D(_MainTex, uv);
o.Albedo = fixed4(0,0,0,0);
o.Alpha = e.a;
if (_IsAVProInput && _ApplyGammaAVPro)
e.rgb = pow(e.rgb,2.2);
o.Emission = e * _Emission * visibility + margin;
o.Metallic = 0;
o.Smoothness = 0;
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "RealtimeEmissiveGammaGUI"
}