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Copy pathRGB2YUV.shader
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RGB2YUV.shader
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/*******************************************************
* ÏîÄ¿À´Ô´: ¿ªÔ´ÏîÄ¿ [Vaporwave](https://github.com/itorr/vaporwave?tab=readme-ov-file)
*
* Project Source: Open-source project [Vaporwave](https://github.com/itorr/vaporwave?tab=readme-ov-file)
*******************************************************/
Shader"Vaporwave/RGB2YUV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float3 rgb2yuv(float3 rgb)
{
float y = rgb.r * 0.299 + rgb.g * 0.587 + rgb.b * 0.114;
float u = rgb.r * -0.168736 + rgb.g * -0.331264 + rgb.b * 0.5 + 128.0;
float v = rgb.r * 0.5 + rgb.g * -0.418688 + rgb.b * -0.081312 + 128.0;
y = floor(y);
u = floor(u);
v = floor(v);
return float3(y, u, v);
}
float4 frag(v2f i) : SV_Target
{
float4 rgb = tex2D(_MainTex, float2(i.uv.x, i.uv.y));
return float4(rgb2yuv(rgb.rgb * 255), 0);
}
ENDCG
}
}
}