VR的左右眼渲染方法
Shader "Unlit/VRVideoPlay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
[KeywordEnum(None, Left, Right)] ForceEye ("Force Eye Mode", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile_local FORCEEYE_NONE FORCEEYE_LEFT FORCEEYE_RIGHT
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float2 SetVR_UV(float2 UV)
{
#if FORCEEYE_NONE
// 左右采样
#if STEREO_LEFT_RIGHT
if (unity_StereoEyeIndex == 0)
{
return float2(UV.x / 2, UV.y);
}
else
{
return float2(UV.x / 2 + 0.5, UV.y);
}
#endif
// 上下采样
#if STEREO_TOP_BOTTOM
if (unity_StereoEyeIndex == 0)
{
return float2(UV.x, UV.y / 2);
}
else
{
return float2(UV.x, UV.y / 2 + 0.5);
}
#endif
#elif FORCEEYE_LEFT
// 左右采样
#if STEREO_LEFT_RIGHT
return float2(UV.x / 2, UV.y);
#endif
// 上下采样
#if STEREO_TOP_BOTTOM
return float2(UV.x, UV.y / 2);
#endif
#elif FORCEEYE_RIGHT
// 左右采样
#if STEREO_LEFT_RIGHT
return float2(UV.x / 2 + 0.5, UV.y);
#endif
// 上下采样
#if STEREO_TOP_BOTTOM
return float2(UV.x, UV.y / 2 + 0.5);
#endif
#endif
return UV;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv=SetVR_UV(uv);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}