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- //======= 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
- }
- }
- }
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