71 lines
2.0 KiB
Plaintext
71 lines
2.0 KiB
Plaintext
// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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// Simple shader mapping an ARGB32 video feed without any lighting model.
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Shader "Video/ARGBFeedShader (unlit)"
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{
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Properties
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{
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[Toggle(MIRROR)] _Mirror("Horizontal Mirror", Float) = 0
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[HideInEditor][NoScaleOffset] _MainTex("Main Tex", 2D) = "black" {}
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma multi_compile __ MIRROR
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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// Flip texture coordinates vertically.
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// Texture2D.LoadRawTextureData() always expects a bottom-up image, but the MediaPlayer
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// upload code always get a top-down frame from WebRTC. The most efficient is to upload
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// as is (inverted) and revert here.
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o.uv.y = 1 - v.uv.y;
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#ifdef MIRROR
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// Optional left-right mirroring (horizontal flipping)
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o.uv.x = 1 - v.uv.x;
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#endif
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return o;
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}
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sampler2D _MainTex;
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fixed3 frag (v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.uv).rgb;
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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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