//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== //Transforms the RGBA texture into an YUV Shader "Custom/Green Screen/ YUV" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "../../../SDK/Helpers/Shaders/ZED_Utils.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; int _isLinear; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4 frag (v2f i) : SV_Target { #ifndef UNITY_COLORSPACE_GAMMA return float4(RGBtoYUV(LinearToGammaSpace(tex2D(_MainTex, i.uv).bgr)), 1); #else return float4(RGBtoYUV(tex2D(_MainTex, i.uv).bgr), 1); #endif } ENDCG } } }