Shader "LeviathanVideo/YUV420P_3D_Alpha_Bottom" { Properties { _MainTex ("YTexture", 2D) = "white" {} _UTex("UTexture",2D)="white"{} _VTex("VTexture",2D)="white"{} [Toggle]_ReverseY("Reverse Y",Float)=1 _Color ("Tint", Color) = (1,1,1,1) [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2 [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Cull [_Cull] Lighting Off ZWrite [_ZWrite] ZTest [_ZTest] Blend SrcAlpha OneMinusSrcAlpha Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" //Rec.709 static const half3x3 YUV_TO_RGB = half3x3( 1.16438, 1.16438, 1.16438, 0.0, -0.21325, 2.11240, 1.79274, -0.53291, 0.0 ); static const float FLOAT_16_255 = 16.0 / 255.0; static const float FLOAT_128_255 = 128.0 / 255.0; 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; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex,_UTex,_VTex; fixed4 _Color; float4 _MainTex_ST; half _ReverseY; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.vertex = UnityObjectToClipPos(v.vertex); OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); if (_ReverseY > 0) { OUT.texcoord.y = 1 - OUT.texcoord.y; } OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half3 c = 0; half2 uv = IN.texcoord; // 上半部分是颜色,下半部分是Alpha half2 uv1 = half2(uv.x, uv.y * 0.5); half2 uv2 = half2(uv.x, uv.y * 0.5 + 0.5); c.r = tex2D(_MainTex, uv1).a - FLOAT_16_255; c.g = tex2D(_UTex, uv1).a - FLOAT_128_255; c.b = tex2D(_VTex, uv1).a - FLOAT_128_255; c = mul(c, YUV_TO_RGB); half3 ca = 0; ca.r = tex2D(_MainTex, uv2).a - FLOAT_16_255; ca.g = tex2D(_UTex, uv2).a - FLOAT_128_255; ca.b = 1; ca = mul(ca, YUV_TO_RGB); c /= clamp(ca.b, 0.01, 1); c = saturate(c); half4 color = half4(c, ca.b); #ifdef UNITY_COLORSPACE_GAMMA #else color.rgb = pow(color.rgb, 2.2); #endif color.rgb = color.rgb * _Color.rgb; return color * IN.color; } ENDCG } } }