VR的左右眼渲染方法

时间:2024-11-09 21:34:21
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 } } }