Created
December 15, 2016 19:25
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// <copyright file="InsideShader.cs" company="Google Inc."> | |
// Copyright (C) 2016 Google Inc. All Rights Reserved. | |
// | |
// Licensed under the Apache License, Version 2.0 (the "License"); | |
// you may not use this file except in compliance with the License. | |
// You may obtain a copy of the License at | |
// | |
// http://www.apache.org/licenses/LICENSE-2.0 | |
// | |
// Unless required by applicable law or agreed to in writing, software | |
// distributed under the License is distributed on an "AS IS" BASIS, | |
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
// See the License for the specific language governing permissions and | |
// limitations under the License. | |
// </copyright> | |
// | |
// This shader switches the culling to the front side and inverts the normal so | |
// textures are drawn on the inside or back of the object. | |
// | |
Shader "GoogleVR/Demos/VideoDemo InsideShader" { | |
Properties { | |
_Gamma ("Video gamma", Range(0.01,3.0)) = 1.0 | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_StereoVideo ("Render Stereo Video", Int) = 1 | |
} | |
SubShader { | |
Pass { | |
Tags { "RenderType" = "Opaque" } | |
// cull the outside, since we want to draw on the inside of the mesh. | |
Cull Front | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#include "../../../Shaders/GvrUnityCompatibility.cginc" | |
float4 _MainTex_ST; | |
sampler2D _MainTex; | |
int _StereoVideo; | |
float _Gamma; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
float3 gammaCorrect(float3 v) | |
{ | |
return pow(v, 1.0/_Gamma); | |
} | |
float3 gammaCorrectApprox(float3 v) | |
{ | |
return rsqrt(v); | |
} | |
// Apply the gamma correction. One possible optimization that could | |
// be applied is if _Gamma == 2.0, then use gammaCorrectApprox since sqrt will be faster. | |
// Also, if _Gamma == 1.0, then there is no effect, so this call could be skipped all together. | |
float4 gammaCorrect(float4 v) | |
{ | |
return float4( gammaCorrect(v.xyz), v.w ); | |
} | |
v2f vert (appdata_base v) { | |
v2f o; | |
// invert the normal of the vertex | |
v.normal.xyz = v.normal * -1; | |
o.pos = GvrUnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); | |
if (_StereoVideo > 0) { | |
o.uv.y *= 0.5f; | |
if(unity_StereoEyeIndex == 0) { | |
o.uv.y += 0.5f; | |
} | |
} | |
o.uv.x = 1 - o.uv.x; | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target { | |
return gammaCorrect(tex2D(_MainTex, i.uv)); | |
} | |
ENDCG | |
} | |
} | |
Fallback "Mobile/VertextLit" | |
} |
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