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Copy pathYUV2RGB.shader
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YUV2RGB.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/YUV2RGB"
{
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 yuv2rgb(float3 yuv)
{
float y = yuv.x;
float u = yuv.y - 128.0;
float v = yuv.z - 128.0;
float r = y + 1.4075 * v;
float g = y - 0.3455 * u - 0.7169 * v;
float b = y + 1.7790 * u;
r = floor(r);
g = floor(g);
b = floor(b);
r = clamp(r, 0.0, 255.0);
g = clamp(g, 0.0, 255.0);
b = clamp(b, 0.0, 255.0);
return float3(r, g, b);
}
float4 frag(v2f i) : SV_Target
{
float4 yuv = tex2D(_MainTex, float2(i.uv.x, i.uv.y));
return float4(yuv2rgb(yuv.rgb) / 255, 0);
}
ENDCG
}
}
}