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

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Shader "VideoTXL/RenderOut" {
Properties {
_MainTex ("MainTex", 2D) = "black" {}
_MarginTex("Margin (RGB)", 2D) = "black" {}
[Toggle] _ApplyGamma("Apply Gamma", Int) = 0
[Toggle] _FlipY("Flip Y", Int) = 0
_AspectRatio("Aspect Ratio", Float) = 1.777777
[HideInInspector] _TexAspectRatio("Aspect Ratio Override", Float) = 0
[Enum(Fit,0,Fit Height,1,Fit Width,2,Stretch,3)] _FitMode("Fit Mode", Int) = 0
[Toggle] _DoubleBuffered ("Double Buffered", Int) = 0
}
SubShader {
Pass {
Lighting Off
CGPROGRAM
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#include "UnityCustomRenderTexture.cginc"
#include "VideoTXL.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
sampler2D _MarginTex;
float4 _MarginTex_ST;
int _ApplyGamma;
int _FlipY;
int _DoubleBuffered;
float4 frag(v2f_customrendertexture i) : SV_Target {
float2 uv = float2(0, 0);
float visibility = 0;
TXL_ComputeScreenFit(i.globalTexcoord.xy, _MainTex_TexelSize.zw, uv, visibility);
//float2 uv = i.globalTexcoord.xy;
if (_FlipY)
uv.y = 1 - uv.y;
float2 muv = TRANSFORM_TEX(i.globalTexcoord.xy, _MarginTex);
float4 margin = tex2D(_MarginTex, muv) * (1 - visibility);
float4 color = tex2D(_MainTex, uv * _MainTex_ST.xy + _MainTex_ST.zw);
if (_ApplyGamma)
color.rgb = GammaToLinearSpace(color.rgb);
if (_DoubleBuffered) {
float4 prev = tex2D(_SelfTexture2D, uv * _MainTex_ST.xy + _MainTex_ST.zw);
color.rgb = lerp(prev, color, color.a);
}
color = color * visibility + margin;
return color;
}
ENDCG
}
}
}