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2026-05-12 17:45:40 +08:00

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Shader "Unlit/YUVTransRGB"
{
Properties
{
_MainTex("Texture", 2D) = "black" {}
_UTex("U", 2D) = "black" {}
_VTex("V", 2D) = "black" {}
}
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;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _UTex;
sampler2D _VTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed2 uv = fixed2(i.uv.x, i.uv.y);
fixed4 ycol = tex2D(_MainTex, uv);
fixed4 ucol = tex2D(_UTex, uv);
fixed4 vcol = tex2D(_VTex, uv);
float r = ycol.a + 1.4022 * vcol.a - 0.7011;
float g = ycol.a - 0.3456 * ucol.a - 0.7145 * vcol.a + 0.53005;
float b = ycol.a + 1.771 * ucol.a - 0.8855;
fixed4 col = fixed4(b, g, r, 1);
col.rgb = GammaToLinearSpace(col.rgb);
return col;
}
ENDCG
}
}
}