Created
July 13, 2022 12:10
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A simple shader for VRChat for SBS 3D video playback support with aspect ratio handling.
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// Configurations | |
// 2D: stereoShift = float4(0, 0, 0, 0), stereoExtend = float2(1, 1) | |
// SBS (LR): stereoShift = float4(0, 0, 0.5, 0), stereoExtend = float2(0.5, 1) | |
// SBS (RL): stereoShift = float4(0.5, 0, 0, 0), stereoExtend = float2(0.5, 1) | |
// Over-Under (Left above): stereoShift = float4(0, 0.5, 0, 0), stereoExtend = float2(1, 0.5) | |
// Over-Under (Right above): stereoShift = float4(0, 0, 0, 0.5), stereoExtend = float2(1, 0.5) | |
// Size Mode: 0 = Stratch, 1 = Contain, 2 = Cover | |
float4 getVideoTexture(sampler2D videoTex, float2 uv, float4 texelSize, bool avPro, int sizeMode, float aspectRatio, float4 stereoShift, float2 stereoExtend) { | |
float srcAspectRatio = texelSize.y * texelSize.z * stereoExtend.x / stereoExtend.y; | |
if (sizeMode && abs(srcAspectRatio - aspectRatio) > 0.001) { | |
float2 scale = float2(aspectRatio / srcAspectRatio, srcAspectRatio / aspectRatio); | |
float4 scale2 = 1; | |
if (srcAspectRatio > aspectRatio) | |
scale2.zy = scale; | |
else | |
scale2.xw = scale; | |
float4 uv2 = (uv.xyxy - 0.5) * scale2 + 0.5; | |
switch (sizeMode) { | |
case 1: uv = uv2.xy; break; | |
case 2: uv = uv2.zw; break; | |
} | |
} | |
if (any(uv < 0 || uv > 1)) return 0; | |
uv = uv * stereoExtend + lerp(stereoShift.xy, stereoShift.zw, unity_StereoEyeIndex); | |
if (avPro) uv.y = 1 - uv.y; | |
float4 c = tex2Dlod(videoTex, float4(uv, 0, 0)); | |
if (avPro) c.rgb = pow(c.rgb, 2.2); | |
return c; | |
} | |
float4 getVideoTexture(sampler2D videoTex, float2 uv, float4 texelSize, bool avPro, int sizeMode, float aspectRatio) { | |
return getVideoTexture(videoTex, uv, texelSize, avPro, sizeMode, aspectRatio, 0, 1); | |
} |
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Shader "Unlit/VideoShaderUnlit" { | |
Properties{ | |
[HDR] _Color ("Color", Color) = (1,1,1,1) | |
[NoScaleOffset] _MainTex ("Video Texture", 2D) = "black" {} | |
[Toggle(_)] _IsAVProVideo ("AVPro Video", Int) = 0 | |
[Enum(Stretch, 0, Contain, 1, Cover, 2)] | |
_ScaleMode ("Scale Mode", Int) = 2 | |
_StereoShift ("Stereo Shift (XY = Left XY, ZW = Right XY)", Vector) = (0, 0, 0, 0) | |
_StereoExtend ("Stereo Extend (XY)", Vector) = (1, 1, 0, 0) | |
_AspectRatio ("Target Aspect Ratio", Float) = 1.777778 | |
} | |
SubShader { | |
Tags { | |
"RenderType" = "Transparent" | |
"Queue" = "Transparent" | |
} | |
LOD 100 | |
Blend One OneMinusSrcAlpha | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#include "./VideoShaderCommon.cginc" | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
sampler2D _MainTex; | |
float4 _Color; | |
int _IsAVProVideo; | |
int _ScaleMode; | |
float _AspectRatio; | |
float4 _MainTex_TexelSize; | |
float4 _StereoShift; | |
float2 _StereoExtend; | |
v2f vert (appdata v) { | |
v2f o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_OUTPUT(v2f, o); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
float4 frag (v2f i) : SV_Target { | |
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); | |
return getVideoTexture(_MainTex, i.uv, _MainTex_TexelSize, _IsAVProVideo, _ScaleMode, _AspectRatio, _StereoShift, _StereoExtend); | |
} | |
ENDCG | |
} | |
} | |
} |
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