AVProWindowsMedia_YCoCg2RGB.shader
1.79 KB
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Shader "Hidden/AVProWindowsMedia/CompositeYCoCg_2_RGB"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers flash xbox360 ps3 gles
//#pragma fragmentoption ARB_precision_hint_fastest
#pragma fragmentoption ARB_precision_hint_nicest
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
#if UNITY_VERSION >= 530
uniform float4 _MainTex_ST2;
#else
uniform float4 _MainTex_ST;
#endif
float4 _MainTex_TexelSize;
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
#if UNITY_VERSION >= 530
o.uv.xy = (v.texcoord.xy * _MainTex_ST2.xy + _MainTex_ST2.zw);
#else
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#endif
// On D3D when AA is used, the main texture & scene depth texture
// will come out in different vertical orientations.
// So flip sampling of the texture when that is the case (main texture
// texel size will have negative Y).
#if SHADER_API_D3D9
if (_MainTex_TexelSize.y < 0)
{
o.uv.y = 1-o.uv.y;
}
#endif
return o;
}
float4 frag (v2f i) : COLOR
{
float4 YCoCg = tex2D(_MainTex, i.uv);
float4 offsets = float4(-0.50196078431373, -0.50196078431373, 0.0, 0.0);
YCoCg += offsets;
float scale = ( YCoCg.z * ( 255.0 / 8.0 ) ) + 1.0;
float Co = YCoCg.x / scale;
float Cg = YCoCg.y / scale;
//float Co = ( YCoCg.x - ( 0.5 * 256.0 / 255.0 ) ) / scale;
//float Cg = ( YCoCg.y - ( 0.5 * 256.0 / 255.0 ) ) / scale;
float Y = YCoCg.w;
float4 oCol = float4(Y + Co - Cg, Y + Cg, Y - Co - Cg, 1.0);
//float4 oCol = float4(Co + (Y - ), Y, Y, 1.0);
return oCol;
}
ENDCG
}
}
FallBack Off
}