以前対応したときには、HIGH_QUALITYフラグを有効にした場合の動作が出来ていなかったが、対応してみました。以下のコードとなります。しばらく、これでテストしてみて問題無ければ、#ChannelPlayerのリリースに進みます。
オリジナルのコードに比べ、ホワイトバランス、輝度、彩度、コントラスト、ストレッチの追加オプションが付いています。
また、AVProVideo 2.0のちょっと前のバージョンでは、ステレオ(Top_Botton, Left_Right)の切り替えが自動になっているのですが、以下のコードは、直接指定するよう手を加えています。
なおFOVの指定でVR180ではなく、他の角度でも表示できる実装があるのですが、実際は使っておらずケア出来ていないので、正しく動作しないと思います。
追伸、AVProVideo 2.1.8向けのFishEye180対応したShaderファイルと、Interfaces.cs、VideoRender.csは、こちらです。
Shader "AVProVideo/VR/InsideSphere Unlit Transparent(fisheye+stereo+color+fog+alpha)"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_ChromaTex("Chroma", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
[KeywordEnum(None, Top_Bottom, Left_Right, Custom_UV)] Stereo ("Stereo Mode", Float) = 0
[KeywordEnum(None, Top_Bottom, Left_Right)] AlphaPack("Alpha Pack", Float) = 0
[Toggle(STEREO_DEBUG)] _StereoDebug ("Stereo Debug Tinting", Float) = 0
[KeywordEnum(None, EquiRect180, Fisheye180)] Layout("Layout", Float) = 0
[Toggle(HIGH_QUALITY)] _HighQuality ("High Quality", Float) = 0
[Toggle(APPLY_GAMMA)] _ApplyGamma("Apply Gamma", Float) = 0
[Toggle(USE_YPCBCR)] _UseYpCbCr("Use YpCbCr", Float) = 0
[Toggle(FLIPX)] _FlipX("X Flip", Float) = 0
[Toggle(FLIPY)] _FlipY("Y Flip", Float) = 0
_Strech ("Strech", Vector)=(1,1,0,0)
_EdgeFeather("Edge Feather", Range (0, 1)) = 0
_Fov("Fov", Range (0,360)) = 180
_ColorBalance("Color Balance", Vector) = (1,1,1,1)
_Brightness ("Brightness", Float) = 1
_Saturation ("Saturation", Float) = 1
_Contrast ("Contrast", Float) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
ZWrite On
//ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
Cull Front
Lighting Off
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#include "AVProVideo.cginc"
#include "Lighting.cginc"
#define MY_PI (3.1415926535897932384626433832795)
#define MY_PI2 (2.0 * 3.1415926535897932384626433832795)
#if HIGH_QUALITY || APPLY_GAMMA
#pragma target 3.0
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
// TODO: replace use multi_compile_local instead (Unity 2019.1 feature)
#pragma multi_compile MONOSCOPIC STEREO_TOP_BOTTOM STEREO_LEFT_RIGHT STEREO_CUSTOM_UV
#pragma multi_compile ALPHAPACK_NONE ALPHAPACK_TOP_BOTTOM ALPHAPACK_LEFT_RIGHT
#pragma multi_compile __ STEREO_DEBUG
#pragma multi_compile __ HIGH_QUALITY
#pragma multi_compile __ APPLY_GAMMA
#pragma multi_compile __ USE_YPCBCR
#pragma multi_compile __ LAYOUT_EQUIRECT180
#pragma multi_compile __ LAYOUT_FISHEYE180
struct appdata
{
float4 vertex : POSITION; // vertex position
#if HIGH_QUALITY
float3 normal : NORMAL;
#else
float2 uv : TEXCOORD0; // texture coordinate
#if STEREO_CUSTOM_UV
float2 uv2 : TEXCOORD1; // Custom uv set for right eye (left eye is in TEXCOORD0)
#endif
#endif
#ifdef UNITY_STEREO_INSTANCING_ENABLED
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct v2f
{
float4 vertex : SV_POSITION; // clip space position
#if HIGH_QUALITY
float3 normal : TEXCOORD0;
//#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
float4 scaleOffset : TEXCOORD1; // texture coordinate
UNITY_FOG_COORDS(2)
//#else
// UNITY_FOG_COORDS(1)
//#endif
#else
float4 uv : TEXCOORD0; // texture coordinate
UNITY_FOG_COORDS(1)
#endif
#if STEREO_DEBUG
float4 tint : COLOR;
#endif
#ifdef UNITY_STEREO_INSTANCING_ENABLED
UNITY_VERTEX_OUTPUT_STEREO
#endif
};
uniform sampler2D _MainTex;
#if USE_YPCBCR
uniform sampler2D _ChromaTex;
uniform float4x4 _YpCbCrTransform;
#endif
uniform float4 _MainTex_ST;
uniform float4 _MainTex_TexelSize;
uniform fixed4 _Color;
uniform float _HighQuality;
uniform float _EdgeFeather;
uniform float _FlipX;
uniform float _FlipY;
uniform float4 _Strech;
uniform float _Fov;
uniform float Stereo;
uniform float4 _ColorBalance;
uniform float _Brightness;
uniform float _Saturation;
uniform float _Contrast;
//
// White balance
// Recommended workspace: ACEScg (linear)
// from https://github.com/Unity-Technologies/PostProcessing/blob/v2/PostProcessing/Shaders/Colors.hlsl
//
static const float3x3 LIN_2_LMS_MAT = {
3.90405e-1, 5.49941e-1, 8.92632e-3,
7.08416e-2, 9.63172e-1, 1.35775e-3,
2.31082e-2, 1.28021e-1, 9.36245e-1
};
static const float3x3 LMS_2_LIN_MAT = {
2.85847e+0, -1.62879e+0, -2.48910e-2,
-2.10182e-1, 1.15820e+0, 3.24281e-4,
-4.18120e-2, -1.18169e-1, 1.06867e+0
};
float3 WhiteBalance(float3 c, float3 balance)
{
float3 lms = mul(LIN_2_LMS_MAT, c);
lms *= balance;
return mul(LMS_2_LIN_MAT, lms);
}
v2f vert (appdata v)
{
v2f o;
#ifdef UNITY_STEREO_INSTANCING_ENABLED
UNITY_SETUP_INSTANCE_ID(v); // calculates and sets the built-n unity_StereoEyeIndex and unity_InstanceID Unity shader variables to the correct values based on which eye the GPU is currently rendering
UNITY_INITIALIZE_OUTPUT(v2f, o); // initializes all v2f values to 0
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // tells the GPU which eye in the texture array it should render to
#else
UNITY_INITIALIZE_OUTPUT(v2f, o);
#endif
o.vertex = XFormObjectToClip(v.vertex);
#if !HIGH_QUALITY
o.uv.zw = 0.0;
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
#if !LAYOUT_FISHEYE180
#if LAYOUT_EQUIRECT180
o.uv.x = ((o.uv.x - 0.5) * 2.0) + 0.5;
// Set value for clipping if UV area is behind viewer
o.uv.z = -1.0;
if (v.uv.x > 0.25 && v.uv.x < 0.75)
{
o.uv.z = 1.0;
}
#endif
#endif
o.uv.xy = float2(1.0-o.uv.x, o.uv.y); // 反転
#endif
//#if LAYOUT_FISHEYE180 && ( STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT ) && HIGH_QUALITY
// o.scaleOffset = 1.0;
//#endif
//#if !LAYOUT_FISHEYE180
//#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
float4 scaleOffset = GetStereoScaleOffset2(IsStereoEyeLeft(), _MainTex_ST.y < 0.0, Stereo);
if (Stereo == 1 || Stereo == 2 )
{
#if !HIGH_QUALITY
o.uv.xy *= scaleOffset.xy;
o.uv.xy += scaleOffset.zw;
#else
o.scaleOffset = scaleOffset;
#endif
}
//#elif STEREO_CUSTOM_UV && !HIGH_QUALITY
#if STEREO_CUSTOM_UV && !HIGH_QUALITY
if (!IsStereoEyeLeft())
{
o.uv.xy = TRANSFORM_TEX(v.uv2, _MainTex);
o.uv.xy = float2(1.0 - o.uv.x, o.uv.y);
}
#endif
//#endif
#if !HIGH_QUALITY
#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
o.uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, o.uv.xy, _MainTex_ST.y > 0.0);
#endif
#endif
#if HIGH_QUALITY
o.normal = v.normal;
#endif
#if STEREO_DEBUG
o.tint = GetStereoDebugTint(IsStereoEyeLeft());
#endif
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
#if LAYOUT_FISHEYE180
float2 calcUV (float2 _uv)
{
// from https://github.com/ft-lab/Unity_Panorama180View/blob/master/README_jp.md
// MIT License. Copyright (c) 2019 ft-lab.
float2 uv = _uv;
// FishEyeからequirectangularの変換.
// reference : http://paulbourke.net/dome/fish2/
float theta = MY_PI2 * (uv.x - 0.5);
float phi = MY_PI * (uv.y - 0.5);
float FOV = ( MY_PI / 180 ) * _Fov;
float sinP = sin(phi);
float cosP = cos(phi);
float sinT = sin(theta);
float cosT = cos(theta);
float3 vDir = float3(cosP * sinT, cosP * cosT, sinP);
theta = atan2(vDir.z, vDir.x);
phi = atan2(sqrt(vDir.x * vDir.x + vDir.z * vDir.z), vDir.y);
float r = phi / FOV;
// 左右の映像が横50%のサイズで正面(180度)出力。
uv.x = 0.5 + r * cos(theta);
uv.y = 0.5 + r * sin(theta);
//#if STEREO_LEFT_RIGHT
if (Stereo == 2)
{
// 左右を2倍(0.5倍すると2倍になる)にする。360度出力。
uv.x *= 0.5;
// 右を描画しているときは、+0.5して移動させる。
if (unity_StereoEyeIndex > 0)
{
uv.x += 0.5;
}
}
//#endif
//#if STEREO_TOP_BOTTOM
if (Stereo == 1)
{
uv.y *= 0.5;
// 左を描画しているときは、+0.5して移動させる。
if (unity_StereoEyeIndex == 0)
{
uv.y += 0.5;
}
}
//#endif
return uv;
}
#endif
fixed4 frag (v2f i) : SV_Target
{
float4 uv = 0;
#if HIGH_QUALITY
float3 n = normalize(i.normal);
#if LAYOUT_EQUIRECT180 || LAYOUT_FISHEYE180
clip(-n.z); // Clip pixels on the back of the sphere
#endif
//#if LAYOUT_NONE || LAYOUT_EQUIRECT180
float M_1_PI = 1.0 / 3.1415926535897932384626433832795;
float M_1_2PI = 1.0 / 6.283185307179586476925286766559;
uv.x = 0.5 - atan2(n.z, n.x) * M_1_2PI;
uv.y = 0.5 - asin(-n.y) * M_1_PI;
uv.x += 0.75;
uv.x = fmod(uv.x, 1.0);
//uv.x = uv.x % 1.0;
uv.xy = TRANSFORM_TEX(uv, _MainTex);
#if LAYOUT_EQUIRECT180
uv.x = ((uv.x - 0.5) * 2.0) + 0.5;
#endif
#if LAYOUT_FISHEYE180
if (unity_StereoEyeIndex > 0)
{
// 右側
uv.x = ((uv.x - 0.5) * 2.0);
}
else
{
// 左側
uv.x = ((uv.x - 0.5) * 2.0) + 1.0;
}
#endif
//#if STEREO_TOP_BOTTOM || STEREO_LEFT_RIGHT
if (Stereo == 1 || Stereo == 2)
{
uv.xy *= i.scaleOffset.xy;
uv.xy += i.scaleOffset.zw;
}
//#endif
#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
uv = OffsetAlphaPackingUV(_MainTex_TexelSize.xy, uv.xy, _MainTex_ST.y < 0.0);
#endif
#if LAYOUT_FISHEYE180
// FOVを変更したときに、描画スタート位置と終了位置を設定する。180度の場合は0.25から0.75
float _start = 0.5 - ( _Fov / 720 );
float _end = _start + ( _Fov/ 360 );
if (uv.x < _start || uv.x > _end) return float4(0.0, 0.0, 0.0, 1.0);
uv.xy = calcUV(uv.xy);
#endif
#else
uv = i.uv;
#if LAYOUT_FISHEYE180
// FOVを変更したときに、描画スタート位置と終了位置を設定する。180度の場合は0.25から0.75
float _start = 0.5 - ( _Fov / 720 );
float _end = _start + ( _Fov/ 360 );
if (uv.x < _start || uv.x > _end) return float4(0.0, 0.0, 0.0, 1.0);
uv.xy = calcUV(uv.xy);
#elif LAYOUT_EQUIRECT180
clip(i.uv.z); // Clip pixels on the back of the sphere
#endif
#endif
// 鏡像 _FlipX, _FlipY
if(_FlipX > 0) uv.xy = float2(1.0 - uv.x, uv.y); // 反転
if(_FlipY > 0) uv.xy = float2(uv.x, 1.0 - uv.y); // 反転
// ストレッチ _Strech.xy と、歪み補正 _Strech.zw
uv.xy = uv + float2(sin(uv.x * MY_PI2) * _Strech.z, sin(uv.y * MY_PI2) * _Strech.w);
uv.xy = 0.5 + (uv - 0.5) / _Strech.xy;
fixed4 col;
#if USE_YPCBCR
col = SampleYpCbCr(_MainTex, _ChromaTex, uv.xy, _YpCbCrTransform);
#else
col = SampleRGBA(_MainTex, uv.xy);
#endif
#if ALPHAPACK_TOP_BOTTOM || ALPHAPACK_LEFT_RIGHT
col.a = SamplePackedAlpha(_MainTex, uv.zw);
#endif
#if STEREO_DEBUG
col *= i.tint;
#endif
col *= _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
#if LAYOUT_EQUIRECT180 || LAYOUT_FISHEYE180
// Apply edge feathering based on UV mapping - this is useful if you're using a hemisphere mesh for 180 degree video and want to have soft edges
if (_EdgeFeather > 0.0)
{
float4 featherDirection = float4(0.0, 0.0, 1.0, 1.0);
//#if STEREO_TOP_BOTTOM
if (Stereo == 1)
{
if (uv.y > 0.5)
{
featherDirection.y = 0.5;
}
else
{
featherDirection.w = 0.5;
}
}
//#endif
//#if STEREO_LEFT_RIGHT
if (Stereo == 2)
{
if (uv.x > 0.5)
{
featherDirection.x = 0.5;
}
else
{
featherDirection.z = 0.5;
}
}
//#endif
#if ALPHAPACK_TOP_BOTTOM
featherDirection.w *= 0.5;
#endif
#if ALPHAPACK_LEFT_RIGHT
featherDirection.z *= 0.5;
#endif
float d = min(uv.x - featherDirection.x, min((uv.y - featherDirection.y), min(featherDirection.z - uv.x, featherDirection.w - uv.y)));
float a = smoothstep(0.0, _EdgeFeather, d);
col.a *= a;
}
#endif
//return col;
// 元々は 戻り値は、colだったが、WiteBalance()を追加したので
// c, col.aが戻り値
fixed3 c = WhiteBalance(col, _ColorBalance);
//return fixed4(c, col.a);
// Brightness, Saturation, Contrast
// from https://www.programmersought.com/article/20663784804/
// and original https://www.cnblogs.com/grassgarden/p/9784129.html
// fixed4 renderTex = tex2D(_MainTex, i.uv)*i.color;
fixed4 renderTex = fixed4(c, col.a);
// brigtness brightness is directly multiplied by a factor, which is the overall RGB scaling, adjust the brightness
fixed3 finalColor = renderTex * _Brightness;
// saturation saturation: First calculate the lowest saturation value under the same brightness according to the formula:
fixed gray = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
fixed3 grayColor = fixed3(gray, gray, gray);
// The difference between the image with the lowest saturation and the original image according to Saturation
finalColor = lerp(grayColor, finalColor, _Saturation);
// contrast: first calculate the lowest contrast value
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
// According to Contrast, the difference between the image with the lowest contrast and the original image
finalColor = lerp(avgColor, finalColor, _Contrast);
// Return the result, the alpha channel remains unchanged
return fixed4(finalColor, renderTex.a);
}
ENDCG
}
}
}