82 lines
2.9 KiB
Plaintext
82 lines
2.9 KiB
Plaintext
Shader "Merlin/World/Render Texture Processor"
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{
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Properties
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{
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[HDR]_Color("Color", Color) = (1, 1, 1, 1)
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_SourceTexture("Source Texture", 2D) = "black"
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_IsAVPro("Is AV Pro", Int) = 0
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_TargetAspectRatio("Target Aspect Ratio", Float) = 1.77777777
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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Pass
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{
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Name "ResizeInput"
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CGPROGRAM
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#pragma vertex CustomRenderTextureVertexShader
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityCustomRenderTexture.cginc"
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float4 _Color;
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sampler2D_float _SourceTexture; float4 _SourceTexture_TexelSize; float4 _SourceTexture_ST;
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int _IsAVPro;
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float _TargetAspectRatio;
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half3 VideoEmission(float2 uv)
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{
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uv = TRANSFORM_TEX(uv, _SourceTexture);
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float2 emissionRes = _SourceTexture_TexelSize.zw;
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float currentAspectRatio = emissionRes.x / emissionRes.y;
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float visibility = 1.0;
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// If the aspect ratio does not match the target ratio, then we fit the UVs to maintain the aspect ratio while fitting the range 0-1
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if (abs(currentAspectRatio - _TargetAspectRatio) > 0.001)
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{
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float2 normalizedVideoRes = float2(emissionRes.x / _TargetAspectRatio, emissionRes.y);
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float2 correctiveScale;
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// Find which axis is greater, we will clamp to that
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if (normalizedVideoRes.x > normalizedVideoRes.y)
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correctiveScale = float2(1, normalizedVideoRes.y / normalizedVideoRes.x);
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else
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correctiveScale = float2(normalizedVideoRes.x / normalizedVideoRes.y, 1);
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uv = ((uv - 0.5) / correctiveScale) + 0.5;
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// Antialiasing on UV clipping
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//float2 uvPadding = 0;
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//float2 uvfwidth = fwidth(uv.xy);
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//float2 maxFactor = smoothstep(uvfwidth + uvPadding + 1, uvPadding + 1, uv.xy);
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//float2 minFactor = smoothstep(-uvfwidth - uvPadding, -uvPadding, uv.xy);
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//visibility = maxFactor.x * maxFactor.y * minFactor.x * minFactor.y;
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}
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if (any(uv <= 0) || any(uv >= 1))
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return float3(0, 0, 0);
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float3 texColor = tex2D(_SourceTexture, _IsAVPro ? float2(uv.x, 1 - uv.y) : uv).rgb;
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if (_IsAVPro)
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texColor = pow(texColor, 2.2f);
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return texColor * _Color.rgb * visibility;
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}
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float4 frag (v2f_customrendertexture i) : SV_Target
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{
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return float4(VideoEmission(i.globalTexcoord), 1);
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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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