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- //Identical to Unity's UI/Default except flips UV on Y axis to account for inverted UVs from ZED.
- //Used in Object Detection 2D sample to draw masks inside the bounding boxes.
- Shader "ZED/Mask2DDisplay"
- {
- Properties
- {
- [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- _StencilComp("Stencil Comparison", Float) = 8
- _Stencil("Stencil ID", Float) = 0
- _StencilOp("Stencil Operation", Float) = 0
- _StencilWriteMask("Stencil Write Mask", Float) = 255
- _StencilReadMask("Stencil Read Mask", Float) = 255
- _ColorMask("Color Mask", Float) = 15
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
- }
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- "PreviewType" = "Plane"
- "CanUseSpriteAtlas" = "True"
- }
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest[unity_GUIZTestMode]
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask[_ColorMask]
- Pass
- {
- Name "Default"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
- #pragma multi_compile_local _ UNITY_UI_ALPHACLIP
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex;
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- float4 _MainTex_ST;
- v2f vert(appdata_t v)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = v.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- //OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- OUT.texcoord = TRANSFORM_TEX(float2(v.texcoord.x, 1 - v.texcoord.y), _MainTex);
- OUT.color = v.color * _Color;
- return OUT;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- }
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