FillBackground.shader
1.53 KB
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Shader "AVProWindowsMedia/FillBackground"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Background" }
LOD 100
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float2 ScaleZoomToFit(float targetWidth, float targetHeight, float sourceWidth, float sourceHeight)
{
float targetAspect = targetHeight / targetWidth;
float sourceAspect = sourceHeight / sourceWidth;
float2 scale = float2(1.0, sourceAspect / targetAspect);
if (targetAspect < sourceAspect)
{
scale = float2(targetAspect / sourceAspect, 1.0);
}
return scale;
}
v2f vert (appdata_img v)
{
v2f o;
float2 scale = ScaleZoomToFit(_ScreenParams.x, _ScreenParams.y, _MainTex_TexelSize.z, _MainTex_TexelSize.w);
float2 pos = ((v.vertex.xy - 0.0) * scale * 2.0);
// we're rendering with upside-down flipped projection,
// so flip the vertical UV coordinate too
if (_ProjectionParams.x < 0)
{
pos.y = (1 - pos.y) - 1;
}
o.vertex = float4(pos, UNITY_NEAR_CLIP_VALUE, 1);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}