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

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "VideoTXL/Unlit" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_MarginTex("Margin (RGB)", 2D) = "black" {}
_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 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "VideoTXL.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
//float visibility : FLOAT;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
sampler2D _MarginTex;
float4 _MarginTex_ST;
int _IsAVProInput;
int _InvertAVPro;
int _ApplyGammaAVPro;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float2 uv = float2(0, 0);
float visibility = 0;
TXL_ComputeScreenFit(i.texcoord.xy, _MainTex_TexelSize.zw, uv, visibility);
if (_IsAVProInput && _InvertAVPro)
uv.y = 1 - uv.y;
float2 muv = TRANSFORM_TEX(i.texcoord.xy, _MarginTex);
float4 margin = tex2D(_MarginTex, muv) * (1 - visibility);
float4 color = tex2D(_MainTex, uv * _MainTex_ST.xy + _MainTex_ST.zw);
if (_IsAVProInput && _ApplyGammaAVPro)
color.rgb = pow(color.rgb, 2.2);
color = color * visibility + margin;
UNITY_APPLY_FOG(i.fogCoord, color);
UNITY_OPAQUE_ALPHA(color.a);
return color;
}
ENDCG
}
}
}