video plugins

This commit is contained in:
JSD\13999
2026-03-24 11:43:22 +08:00
parent 3f78e8464a
commit 1db5db6a77
117 changed files with 28171 additions and 0 deletions

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/*----------------------------------------------------------------
// Copyright (C) 2025 Beijing All rights reserved.
//
// Author: huachangmiao
// Create Date: 2025/04/11
// Module Describe:
//----------------------------------------------------------------*/
using System;
using LeviathanVideo.Abstractions;
using Unity.Collections;
/// <summary>
/// Leviathan视频解码器接口
/// </summary>
internal unsafe interface ILeviathanDecoder : IDisposable
{
// 事件
event Action OnFirstFrameDecoded;
// 属性
long FrameCount { get; }
double FrameInterval { get; }
string CodecName { get; }
long Duration { get; }
long DecodedFrameIndex { get; }
AVFrame* VideoFrame { get; }
bool IsLooping { get; set; }
// 方法
int Init(NativeArray<byte> fileData, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true);
int InternalPlay(int beginFrameIndex = 1, bool syncDecodeFirstFrame = true);
int DecodeNextFrame();
void InternalStop();
void Seek(double ms);
void SeekToFrame(long frame);
void Pause(bool pause);
ref long GetDecodedFrameIndexRef();
// 微信平台特有方法(其他平台提供空实现)
int GetDecoderStatus();
// 优化的分步显示方法
/// <summary>
/// 将视频帧数据复制到纹理(需要在信号保护下执行)
/// </summary>
void CopyFrameDataToTextures(UnityEngine.Texture2D[] textures);
/// <summary>
/// 将纹理数据应用到GPU可以和下一帧解码并行
/// </summary>
void ApplyTextures(UnityEngine.Texture2D[] textures);
}

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/*----------------------------------------------------------------
// Copyright (C) 2025 Beijing All rights reserved.
//
// Author: huachangmiao
// Create Date: 2025/10/29
// Module Describe: Leviathan日志配置类
//----------------------------------------------------------------*/
using System.Runtime.InteropServices;
using UnityEngine;
//******************************************************************
// 日志配置类
//******************************************************************
public static class LeviathanLogConfig
{
// 日志开关
private static bool _enableWorkerManagerLog = false;
private static bool _enableWorkerVideoLog = false;
private static bool _enableWorkerDecoderLog = false;
private static bool _enableSoftwareDecoderLog = false;
private static bool _enableVideoDecoderLog = false;
private static bool _enableAllLog = false;
// 公开属性
public static bool EnableWorkerManagerLog
{
get => _enableWorkerManagerLog;
set
{
_enableWorkerManagerLog = value;
UpdateJSLogConfig();
}
}
public static bool EnableWorkerVideoLog
{
get => _enableWorkerVideoLog;
set
{
_enableWorkerVideoLog = value;
UpdateJSLogConfig();
}
}
public static bool EnableWorkerDecoderLog
{
get => _enableWorkerDecoderLog;
set
{
_enableWorkerDecoderLog = value;
UpdateJSLogConfig();
}
}
public static bool EnableSoftwareDecoderLog
{
get => _enableSoftwareDecoderLog;
set => _enableSoftwareDecoderLog = value;
}
public static bool EnableVideoDecoderLog
{
get => _enableVideoDecoderLog;
set => _enableVideoDecoderLog = value;
}
public static bool EnableAllLog
{
get => _enableAllLog;
set
{
_enableAllLog = value;
UpdateJSLogConfig();
}
}
#if UNITY_WEBGL && !UNITY_EDITOR
[DllImport("__Internal")]
private static extern void SetLeviathanLogConfig(bool workerManager, bool workerVideo, bool workerDecoder, bool all);
#endif
// 更新JS端的日志配置
private static void UpdateJSLogConfig()
{
#if UNITY_WEBGL && !UNITY_EDITOR
try
{
SetLeviathanLogConfig(_enableWorkerManagerLog, _enableWorkerVideoLog, _enableWorkerDecoderLog, _enableAllLog);
}
catch (System.Exception e)
{
Debug.LogWarning($"[LeviathanLogConfig] 更新JS日志配置失败: {e.Message}");
}
#endif
}
// 便捷方法:开启所有日志
public static void EnableAll()
{
EnableAllLog = true;
}
// 便捷方法:关闭所有日志
public static void DisableAll()
{
EnableAllLog = false;
EnableWorkerManagerLog = false;
EnableWorkerVideoLog = false;
EnableWorkerDecoderLog = false;
EnableSoftwareDecoderLog = false;
EnableVideoDecoderLog = false;
}
// C#端日志辅助方法
public static void Log(string module, object message)
{
if (!ShouldLog(module)) return;
Debug.Log($"[Leviathan{module}] {message}");
}
public static void LogWarning(string module, object message)
{
if (!ShouldLog(module)) return;
Debug.LogWarning($"[Leviathan{module}] {message}");
}
public static void LogError(string module, object message)
{
if (!ShouldLog(module)) return;
Debug.LogError($"[Leviathan{module}] {message}");
}
private static bool ShouldLog(string module)
{
if (_enableAllLog) return true;
return module switch
{
"WorkerManager" => _enableWorkerManagerLog,
"WorkerVideo" => _enableWorkerVideoLog,
"WorkerDecoder" => _enableWorkerDecoderLog,
"SoftwareDecoder" => _enableSoftwareDecoderLog,
"VideoDecoder" => _enableVideoDecoderLog,
_ => false
};
}
}

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/*----------------------------------------------------------------
// Copyright (C) 2025 Beijing All rights reserved.
//
// Author: huachangmiao
// Create Date: 2025/04/11
// Module Describe: 3D MeshRenderer 视频渲染组件
//----------------------------------------------------------------*/
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// 3D MeshRenderer 视频渲染组件
/// 继承自 LeviathanVideoDecoderBase用于在 3D 物体(如 Cube、Plane上显示视频
/// </summary>
[RequireComponent(typeof(MeshRenderer))]
public unsafe class LeviathanVideo3DRenderer : LeviathanVideoDecoderBase
{
private static readonly int MainTexIdx = Shader.PropertyToID("_MainTex");
[Header("3D Renderer Settings")]
[SerializeField]
[Tooltip("是否翻转Y轴UV用于修正不同模型的UV方向")]
private bool _reverseY = true;
[SerializeField]
[Tooltip("材质所在的索引(用于多材质渲染器)")]
private int _materialIndex = 0;
private Material _material;
private new static void Log(string message)
{
LeviathanLogConfig.Log("Video3DRenderer", message);
}
private new static void LogWarning(string message)
{
LeviathanLogConfig.LogWarning("Video3DRenderer", message);
}
private new static void LogError(string message)
{
LeviathanLogConfig.LogError("Video3DRenderer", message);
}
/// <summary>
/// 启用渲染目标
/// </summary>
protected override void OnEnableRenderTarget()
{
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
if (meshRenderer)
{
meshRenderer.enabled = true;
}
}
/// <summary>
/// 禁用渲染目标
/// </summary>
protected override void OnDisableRenderTarget()
{
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
if (meshRenderer)
{
meshRenderer.enabled = false;
}
}
/// <summary>
/// 更新渲染目标尺寸
/// 3D渲染器不需要调整尺寸由模型本身决定
/// </summary>
protected override void OnUpdateRenderTargetSize()
{
// 3D渲染器不需要像UI那样自动调整尺寸
// 尺寸由模型本身决定
}
/// <summary>
/// 初始化材质
/// </summary>
protected override void OnInitMaterial()
{
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
if (meshRenderer)
{
UpdateMeshMaterial(meshRenderer);
}
}
/// <summary>
/// 更新材质
/// </summary>
protected override void OnUpdateMaterial()
{
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
if (meshRenderer)
{
UpdateMeshMaterial(meshRenderer);
}
}
protected void UpdateMeshMaterial(MeshRenderer meshRenderer)
{
if (_textures == null || _textures.Length < 3) return;
// 创建新材质或更新现有材质
Material newMaterial;
switch (_alphaType)
{
case PlayAlphaType.RightSide:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D_Alpha_Right"));
newMaterial.SetFloat(ValidWidthRatioIdx, (float)_videoValidWidth / _videoWidth);
break;
case PlayAlphaType.BottomSide:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D_Alpha_Bottom"));
break;
case PlayAlphaType.ChromaKey:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D_ChromaKey"));
break;
case PlayAlphaType.None:
default:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_3D"));
break;
}
// 设置纹理
newMaterial.SetTexture(MainTexIdx, _textures[0]);
newMaterial.SetTexture(UTexIdx, _textures[1]);
newMaterial.SetTexture(VTexIdx, _textures[2]);
// 设置Y轴翻转
newMaterial.SetFloat("_ReverseY", _reverseY ? 1 : 0);
// 清理旧材质
if (_material != null)
{
Destroy(_material);
}
_material = newMaterial;
// 应用材质到渲染器
var materials = meshRenderer.materials;
if (_materialIndex >= 0 && _materialIndex < materials.Length)
{
materials[_materialIndex] = newMaterial;
meshRenderer.materials = materials;
}
else
{
meshRenderer.material = newMaterial;
}
}
protected override void OnDestroy()
{
base.OnDestroy();
// 清理材质
if (_material != null)
{
Destroy(_material);
_material = null;
}
}
/// <summary>
/// 设置是否翻转Y轴
/// </summary>
public void SetReverseY(bool reverseY)
{
_reverseY = reverseY;
if (_material != null)
{
_material.SetFloat("_ReverseY", _reverseY ? 1 : 0);
}
}
/// <summary>
/// 设置材质索引
/// </summary>
public void SetMaterialIndex(int index)
{
_materialIndex = index;
if (_textures != null && _textures.Length > 0)
{
OnUpdateMaterial();
}
}
#if UNITY_EDITOR
private void OnValidate()
{
// 使用 delayCall 避免在 OnValidate 中调用 SendMessage 相关操作
var currentBytesFile = bytesFile;
var lastBytesFile = _lastBytesFile;
UnityEditor.EditorApplication.delayCall += () =>
{
if (this == null) return;
SetAlphaType(_alphaType);
// 检测 bytesFile 是否发生变化
if (currentBytesFile != lastBytesFile)
{
_lastBytesFile = currentBytesFile;
if (IsPlaying && currentBytesFile != null)
{
Log($"编辑器中检测到 bytesFile 变化,自动播放新视频");
Stop();
Play();
}
}
};
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(LeviathanVideo3DRenderer))]
public class LeviathanVideo3DRendererEditor : Editor
{
// 格式化时间:秒转换为 HH:MM:SS.mmm 格式
private static string FormatTimeSeconds(double totalSeconds)
{
int hours = (int)(totalSeconds / 3600);
int minutes = (int)((totalSeconds % 3600) / 60);
int seconds = (int)(totalSeconds % 60);
int milliseconds = (int)((totalSeconds % 1) * 1000);
return $"{hours:D2}:{minutes:D2}:{seconds:D2}.{milliseconds:D3}";
}
// 格式化时间:微秒转换为 HH:MM:SS.mmm 格式
private static string FormatTimeMicroseconds(long microseconds)
{
return FormatTimeSeconds(microseconds / 1000000.0);
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var mono = (LeviathanVideo3DRenderer)target;
// Display video dimensions as read-only fields
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField("帧数", $"{mono.PlayFrameIndex} / {mono.FrameCount}");
// FrameInterval 单位是秒Duration 单位是微秒
EditorGUILayout.TextField("播放时间", FormatTimeSeconds(mono.PlayFrameIndex * mono.FrameInterval));
EditorGUILayout.TextField("总时间", FormatTimeMicroseconds(mono.Duration));
EditorGUILayout.TextField("FPS", mono.FrameInterval > 0 ? $"{1.0 / mono.FrameInterval:F2}" : "0");
EditorGUILayout.TextField("纹理尺寸", $"{mono.VideoWidth} × {mono.VideoHeight}");
EditorGUILayout.TextField("视频有效尺寸", $"{mono.VideoValidWidth} × {mono.VideoHeight}");
EditorGUI.EndDisabledGroup();
{
bool oldValue = mono.IsPlaying;
// 绘制checkbox
bool newValue = EditorGUILayout.Toggle("isPlaying", oldValue);
// 如果用户切换了checkbox
if (oldValue != newValue)
{
if (newValue)
{
mono.Play();
}
else
{
mono.Stop();
}
EditorUtility.SetDirty(target);
}
}
{
bool oldValue = mono.IsPause;
// 绘制checkbox
bool newValue = EditorGUILayout.Toggle("isPause", oldValue);
// 如果用户切换了checkbox
if (oldValue != newValue)
{
if (newValue)
{
mono.Pause();
}
else
{
mono.Resume();
}
EditorUtility.SetDirty(target);
}
}
this.Repaint();
}
}
#endif

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/*----------------------------------------------------------------
// Copyright (C) 2025 Beijing All rights reserved.
//
// Author: huachangmiao
// Create Date: 2025/04/11
// Module Describe: UI RawImage 视频渲染组件
//----------------------------------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// UI RawImage 视频渲染组件
/// 继承自 LeviathanVideoDecoderBase用于在 UI RawImage 上显示视频
/// </summary>
///
[RequireComponent(typeof(RawImage))]
public unsafe class LeviathanVideoDecoder : LeviathanVideoDecoderBase
{
private static readonly int ChromaKeyColorId = Shader.PropertyToID("_KeyColor");
private static readonly int ChromaKeyCutoffId = Shader.PropertyToID("_ColorCutoff");
private static readonly int ChromaKeyColorFeatheringId = Shader.PropertyToID("_ColorFeathering");
private static readonly int ChromaKeyMaskFeatheringId = Shader.PropertyToID("_MaskFeathering");
private static readonly int ChromaKeySharpeningId = Shader.PropertyToID("_Sharpening");
private Material ChromaKeyMaterial
{
get
{
if (_alphaType != PlayAlphaType.ChromaKey) return null;
var rawImage = GetComponent<RawImage>();
if (rawImage == null || rawImage.material == null) return null;
return rawImage.material.HasProperty(ChromaKeyColorId) ? rawImage.material : null;
}
}
public void SetChromaKeyColor(Color color)
{
var mat = ChromaKeyMaterial;
if (mat != null) mat.SetColor(ChromaKeyColorId, color);
}
public Color GetChromaKeyColor()
{
var mat = ChromaKeyMaterial;
return mat != null ? mat.GetColor(ChromaKeyColorId) : Color.green;
}
public void SetChromaKeyCutoff(float value)
{
var mat = ChromaKeyMaterial;
if (mat != null) mat.SetFloat(ChromaKeyCutoffId, Mathf.Clamp01(value));
}
public float GetChromaKeyCutoff()
{
var mat = ChromaKeyMaterial;
return mat != null ? mat.GetFloat(ChromaKeyCutoffId) : 0.2f;
}
public void SetChromaKeyColorFeathering(float value)
{
var mat = ChromaKeyMaterial;
if (mat != null) mat.SetFloat(ChromaKeyColorFeatheringId, Mathf.Clamp01(value));
}
public float GetChromaKeyColorFeathering()
{
var mat = ChromaKeyMaterial;
return mat != null ? mat.GetFloat(ChromaKeyColorFeatheringId) : 0.33f;
}
public void SetChromaKeyMaskFeathering(float value)
{
var mat = ChromaKeyMaterial;
if (mat != null) mat.SetFloat(ChromaKeyMaskFeatheringId, Mathf.Clamp01(value));
}
public float GetChromaKeyMaskFeathering()
{
var mat = ChromaKeyMaterial;
return mat != null ? mat.GetFloat(ChromaKeyMaskFeatheringId) : 1f;
}
public void SetChromaKeySharpening(float value)
{
var mat = ChromaKeyMaterial;
if (mat != null) mat.SetFloat(ChromaKeySharpeningId, Mathf.Clamp01(value));
}
public float GetChromaKeySharpening()
{
var mat = ChromaKeyMaterial;
return mat != null ? mat.GetFloat(ChromaKeySharpeningId) : 0.5f;
}
public void SetChromaKeyParams(Color keyColor, float cutoff, float colorFeathering, float maskFeathering, float sharpening)
{
var mat = ChromaKeyMaterial;
if (mat == null) return;
mat.SetColor(ChromaKeyColorId, keyColor);
mat.SetFloat(ChromaKeyCutoffId, Mathf.Clamp01(cutoff));
mat.SetFloat(ChromaKeyColorFeatheringId, Mathf.Clamp01(colorFeathering));
mat.SetFloat(ChromaKeyMaskFeatheringId, Mathf.Clamp01(maskFeathering));
mat.SetFloat(ChromaKeySharpeningId, Mathf.Clamp01(sharpening));
}
private new static void Log(string message)
{
LeviathanLogConfig.Log("VideoDecoder", message);
}
private new static void LogWarning(string message)
{
LeviathanLogConfig.LogWarning("VideoDecoder", message);
}
private new static void LogError(string message)
{
LeviathanLogConfig.LogError("VideoDecoder", message);
}
/// <summary>
/// 启用渲染目标
/// </summary>
protected override void OnEnableRenderTarget()
{
RawImage rawImage = GetComponent<RawImage>();
if (rawImage)
{
rawImage.enabled = true;
}
}
/// <summary>
/// 禁用渲染目标
/// </summary>
protected override void OnDisableRenderTarget()
{
RawImage rawImage = GetComponent<RawImage>();
if (rawImage)
{
rawImage.enabled = false;
}
}
/// <summary>
/// 更新渲染目标尺寸
/// </summary>
protected override void OnUpdateRenderTargetSize()
{
RawImage rawImage = GetComponent<RawImage>();
if (rawImage)
{
UpdateImageSize(rawImage);
}
}
/// <summary>
/// 初始化材质
/// </summary>
protected override void OnInitMaterial()
{
RawImage rawImage = GetComponent<RawImage>();
if (rawImage)
{
rawImage.texture = _textures[0];
UpdateImageMaterial(rawImage);
}
}
/// <summary>
/// 更新材质
/// </summary>
protected override void OnUpdateMaterial()
{
RawImage rawImage = GetComponent<RawImage>();
if (rawImage)
{
UpdateImageMaterial(rawImage);
}
}
protected void UpdateImageSize(RawImage rawImage)
{
if (!disableAutoSize)
{
var videoFrame = VideoFrame;
if (videoFrame != null && videoFrame->width > 0)
{
rawImage.SetNativeSize();
rawImage.rectTransform.sizeDelta = _alphaType switch
{
PlayAlphaType.RightSide => new Vector2(videoFrame->width * 0.5f, videoFrame->height),
PlayAlphaType.BottomSide => new Vector2(videoFrame->width, videoFrame->height * 0.5f),
_ => new Vector2(videoFrame->width, videoFrame->height)
};
}
}
rawImage.uvRect = new Rect(0, 0, _alphaType == PlayAlphaType.RightSide ? 1 : (float)_videoValidWidth / _videoWidth, 1);
}
protected void UpdateImageMaterial(RawImage rawImage)
{
// 软件解码器使用YUV纹理需要YUV420P着色器
Material newMaterial;
switch (_alphaType)
{
case PlayAlphaType.RightSide:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_Alpha_Right"));
newMaterial.SetFloat(ValidWidthRatioIdx, (float)_videoValidWidth / _videoWidth);
break;
case PlayAlphaType.BottomSide:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_Alpha_Bottom"));
break;
case PlayAlphaType.ChromaKey:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P_ChromaKey"));
break;
case PlayAlphaType.None:
default:
newMaterial = new Material(Shader.Find("LeviathanVideo/YUV420P"));
break;
}
newMaterial.SetTexture(UTexIdx, _textures[1]);
newMaterial.SetTexture(VTexIdx, _textures[2]);
rawImage.material = newMaterial;
}
#if UNITY_EDITOR
private void OnValidate()
{
// 使用 delayCall 避免在 OnValidate 中调用 SendMessage 相关操作
var currentBytesFile = bytesFile;
var lastBytesFile = _lastBytesFile;
UnityEditor.EditorApplication.delayCall += () =>
{
if (this == null) return;
SetAlphaType(_alphaType);
// 检测 bytesFile 是否发生变化
if (currentBytesFile != lastBytesFile)
{
_lastBytesFile = currentBytesFile;
if (IsPlaying && currentBytesFile != null)
{
Log($"编辑器中检测到 bytesFile 变化,自动播放新视频");
Stop();
Play();
}
}
};
}
#endif
}
#if UNITY_EDITOR
[CustomEditor(typeof(LeviathanVideoDecoder))]
public class LeviathanVideoDecoderEditor : Editor
{
// 格式化时间:秒转换为 HH:MM:SS.mmm 格式
private static string FormatTimeSeconds(double totalSeconds)
{
int hours = (int)(totalSeconds / 3600);
int minutes = (int)((totalSeconds % 3600) / 60);
int seconds = (int)(totalSeconds % 60);
int milliseconds = (int)((totalSeconds % 1) * 1000);
return $"{hours:D2}:{minutes:D2}:{seconds:D2}.{milliseconds:D3}";
}
// 格式化时间:微秒转换为 HH:MM:SS.mmm 格式
private static string FormatTimeMicroseconds(long microseconds)
{
return FormatTimeSeconds(microseconds / 1000000.0);
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var mono = (LeviathanVideoDecoder)target;
// Display video dimensions as read-only fields
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField("帧数", $"{mono.PlayFrameIndex} / {mono.FrameCount}");
// FrameInterval 单位是秒Duration 单位是微秒
EditorGUILayout.TextField("播放时间", FormatTimeSeconds(mono.PlayFrameIndex * mono.FrameInterval));
EditorGUILayout.TextField("总时间", FormatTimeMicroseconds(mono.Duration));
EditorGUILayout.TextField("FPS", mono.FrameInterval > 0 ? $"{1.0 / mono.FrameInterval:F2}" : "0");
EditorGUILayout.TextField("纹理尺寸", $"{mono.VideoWidth} × {mono.VideoHeight}");
EditorGUILayout.TextField("视频有效尺寸", $"{mono.VideoValidWidth} × {mono.VideoHeight}");
EditorGUI.EndDisabledGroup();
{
bool oldValue = mono.IsPlaying;
// 绘制checkbox
bool newValue = EditorGUILayout.Toggle("isPlaying", oldValue);
// 如果用户切换了checkbox
if (oldValue != newValue)
{
if (newValue)
{
mono.Play();
}
else
{
mono.Stop();
}
EditorUtility.SetDirty(target);
}
}
{
bool oldValue = mono.IsPause;
// 绘制checkbox
bool newValue = EditorGUILayout.Toggle("isPause", oldValue);
// 如果用户切换了checkbox
if (oldValue != newValue)
{
if (newValue)
{
mono.Pause();
}
else
{
mono.Resume();
}
EditorUtility.SetDirty(target);
}
}
if (mono.AlphaType == LeviathanVideoDecoderBase.PlayAlphaType.ChromaKey)
{
DrawChromaKeyParameters(mono);
}
this.Repaint();
}
private void DrawChromaKeyParameters(LeviathanVideoDecoder mono)
{
var rawImage = mono.GetComponent<RawImage>();
if (rawImage == null || rawImage.material == null) return;
if (!rawImage.material.HasProperty(Shader.PropertyToID("_KeyColor"))) return;
EditorGUILayout.Space();
EditorGUILayout.LabelField("ChromaKey 参数", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
Color keyColor = EditorGUILayout.ColorField("KeyColor", mono.GetChromaKeyColor());
float cutoff = EditorGUILayout.Slider("Cutoff", mono.GetChromaKeyCutoff(), 0f, 1f);
float colorFeathering = EditorGUILayout.Slider("ColorFeathering", mono.GetChromaKeyColorFeathering(), 0f, 1f);
float maskFeathering = EditorGUILayout.Slider("MaskFeathering", mono.GetChromaKeyMaskFeathering(), 0f, 1f);
float sharpening = EditorGUILayout.Slider("Sharpening", mono.GetChromaKeySharpening(), 0f, 1f);
if (EditorGUI.EndChangeCheck())
{
mono.SetChromaKeyParams(keyColor, cutoff, colorFeathering, maskFeathering, sharpening);
}
}
}
#endif

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 56ffe7905c6ea984184ed1b60a985acd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,927 @@
/*----------------------------------------------------------------
// Copyright (C) 2025 Beijing All rights reserved.
//
// Author: huachangmiao
// Create Date: 2025/04/11
// Module Describe: 视频解码器抽象基类
//----------------------------------------------------------------*/
using System.Threading;
using UnityEngine;
using Unity.Collections;
#if UNITY_WEBGL && !UNITY_EDITOR
using System.Runtime.InteropServices;
#endif
/// <summary>
/// 视频解码器抽象基类
/// 包含解码逻辑、播放控制、多线程解码等公共功能
/// 子类需要实现具体的渲染逻辑
/// </summary>
public abstract unsafe class LeviathanVideoDecoderBase : MonoBehaviour
{
protected static readonly int ValidWidthRatioIdx = Shader.PropertyToID("_ValidWidthRatio");
protected static readonly int UTexIdx = Shader.PropertyToID("_UTex");
protected static readonly int VTexIdx = Shader.PropertyToID("_VTex");
protected static readonly int AlphaYTexIdx = Shader.PropertyToID("_AYTex");
protected static readonly int AlphaUTexIdx = Shader.PropertyToID("_AUTex");
#if UNITY_WEBGL && !UNITY_EDITOR
[DllImport("__Internal")]
private static extern bool IsWechatMiniGameEnvironment();
#endif
// 日志辅助方法
protected static void Log(string message)
{
LeviathanLogConfig.Log("VideoDecoderBase", message);
}
protected static void LogWarning(string message)
{
LeviathanLogConfig.LogWarning("VideoDecoderBase", message);
}
protected static void LogError(string message)
{
LeviathanLogConfig.LogError("VideoDecoderBase", message);
}
/// <summary>
/// 静态构造函数 - 在类首次使用时执行平台检测
/// </summary>
static LeviathanVideoDecoderBase()
{
#if UNITY_WEBGL && !UNITY_EDITOR
try
{
IsWCGame = IsWechatMiniGameEnvironment();
Log($"微信小游戏平台静态检测: {IsWCGame}");
}
catch (System.Exception e)
{
LogError($"微信小游戏平台静态检测异常: {e}");
IsWCGame = false;
}
#else
IsWCGame = false;
#endif
}
// [LabelText("视频文件(.bytes)")]
public TextAsset bytesFile;
#if UNITY_EDITOR
[System.NonSerialized]
protected TextAsset _lastBytesFile;
#endif
private ILeviathanDecoder _decoder;
/// <summary>
/// 获取当前视频帧指针(子类使用)
/// </summary>
protected LeviathanVideo.Abstractions.AVFrame* VideoFrame => _decoder != null ? _decoder.VideoFrame : null;
#if !UNITY_2022_1_OR_NEWER
// Unity 2020/2021 兼容:保存数据副本以供解码器使用
protected NativeArray<byte> _videoDataBuffer;
protected bool _hasVideoDataBuffer = false;
#endif
// 平台检测
public static bool IsWCGame = false;
protected const int TextureCount = 3;
protected Texture2D[] _textures;
protected double _timeAccumulated;
protected double _frameInterval;
public double FrameInterval => _frameInterval;
protected bool _needInitTexture = true;
protected bool _needApplyTexture = false;
// 是否为多线程解码
protected bool _isMultithreadedDecode;
// 多线程相关
protected Thread _decodeThread;
// 帧状态0=允许解码下一帧, 1=帧已准备好等待显示
protected long _hasFrameReady;
protected volatile bool _isPlaying;
public bool IsPlaying => _isPlaying;
protected bool _isPause;
public bool IsPause => _isPause;
// 销毁状态标志(防止销毁期间的异步操作继续执行)
protected bool _isDestroying = false;
// 第一帧回调待执行标志(用于从子线程安全地在主线程执行回调)
protected volatile bool _pendingFirstFrameCallback = false;
// ==区间循环专用
// 每次播放到End, 跳转到的frame
protected long _loopBeginFrameIndex = -1;
public long LoopBeginFrameIndex => _loopBeginFrameIndex;
protected long _loopEndFrameIndex = -1;
public long LoopEndFrameIndex => _loopEndFrameIndex;
// 是否正在循环seek中防止SeekToFrame被多次调用
protected volatile bool _isLoopSeeking = false;
protected string _codecName = "";
// 总时长 微秒
protected long _duration;
public long Duration => _duration;
protected int _videoWidth;
public int VideoWidth => _videoWidth;
protected int _videoHeight;
public int VideoHeight => _videoHeight;
protected int _videoValidWidth;
public int VideoValidWidth => _videoValidWidth;
public long PlayFrameIndex => _playFrameIndex;
protected long _playFrameIndex;
// 总帧数
protected long _frameCount;
public long FrameCount => _frameCount;
protected float _playSpeed = 1.0f;
public enum PlayAlphaType
{
None = 0,
RightSide = 1,
BottomSide = 2,
ChromaKey = 3,
}
public PlayAlphaType AlphaType
{
get => _alphaType;
set
{
if (_alphaType != value)
{
SetAlphaType(value);
}
}
}
[SerializeField]
protected bool disableAutoSize;
[SerializeField]
protected bool autoPlayOnStart;
public bool DisableAutoSize
{
get => disableAutoSize;
set => disableAutoSize = value;
}
[SerializeField]
protected bool _isLooping = true;
public bool IsLooping => _isLooping;
/// <summary>
/// 播放完成回调事件(非循环播放时触发)
/// </summary>
public System.Action OnPlayCompleted;
/// <summary>
/// 首帧渲染完毕回调事件
/// 无论同步或异步解码首帧模式都会触发
/// </summary>
public System.Action OnFirstFrameRendered;
[SerializeField]
protected PlayAlphaType _alphaType = PlayAlphaType.None;
// 上次应用的alphaType用于检测是否需要更新材质
protected PlayAlphaType _lastAppliedAlphaType = PlayAlphaType.None;
protected virtual void Start()
{
if (autoPlayOnStart && bytesFile)
Play();
}
/// <summary>
/// 第一帧解码完成回调(由解码器触发,可能在子线程中调用)
/// 设置标志位,实际处理在主线程的 Update 中执行
/// </summary>
protected virtual void OnFirstFrameDecodedCallback()
{
_pendingFirstFrameCallback = true;
}
/// <summary>
/// 处理第一帧解码完成的实际逻辑(必须在主线程调用)
/// 子类需要重写此方法来处理渲染目标的显示
/// </summary>
protected virtual void HandleFirstFrameDecoded()
{
// 先更新纹理,确保显示的是新视频的第一帧
DisplayFrame();
// 子类负责启用渲染目标
OnEnableRenderTarget();
// 触发首帧渲染完毕回调
OnFirstFrameRendered?.Invoke();
}
/// <summary>
/// 启用渲染目标(子类实现)
/// </summary>
protected abstract void OnEnableRenderTarget();
/// <summary>
/// 禁用渲染目标(子类实现)
/// </summary>
protected abstract void OnDisableRenderTarget();
protected virtual void OnDestroy()
{
Log("开始销毁,清理所有资源");
// 立即设置销毁标志,阻止任何新的操作
_isDestroying = true;
_isPlaying = false;
// 强制同步停止,避免异步操作
try
{
InternalStopSync();
}
catch (System.Exception e)
{
LogWarning($"同步停止时出现异常: {e.Message}");
}
// Release textures
if (_textures != null && _textures.Length > 0)
{
foreach (var tex in _textures)
{
if (tex) Destroy(tex);
}
}
_textures = null;
}
/// <summary>
/// 播放视频
/// </summary>
/// <param name="fileData">视频文件</param>
/// <param name="playAlpha">播放透明度</param>
/// <param name="multithreadedDecode">是否多线程解码</param>
/// <param name="beginFrameIndex">开始播放的帧索引</param>
/// <param name="syncDecodeFirstFrame">是否同步解码第一帧, 区别在于是否当前帧就能立马看到视频, 会耗时10ms</param>
/// <param name="fastDecode">是否启用快速解码(跳过环路滤波器),默认开启以提升性能</param>
/// <returns>返回值: 0表示成功, 其他表示错误码</returns>
public int PlayVideo(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
{
// 如果正在销毁,立即返回
if (_isDestroying)
{
LogWarning("PlayVideo: 组件正在销毁,取消播放");
return -1;
}
if (fileData == null)
{
return -1;
}
var ret = 0;
if (_isPlaying) return ret;
_playFrameIndex = 0;
_timeAccumulated = 0;
_isLoopSeeking = false;
_alphaType = playAlpha;
#if UNITY_WEBGL
// webGL不支持c#多线程
_isMultithreadedDecode = false;
#else
_isMultithreadedDecode = multithreadedDecode;
#endif
// 根据平台选择解码器
if (IsWCGame)
{
OnDisableRenderTarget();
// 创建新的decoder - 使用Worker版本
var workerDecoder = new LeviathanWorkerDecoder();
workerDecoder.IsLooping = _isLooping; // 设置循环播放状态
_decoder = workerDecoder;
Log($"[PlayWithData] 创建新的微信小游戏Worker解码器 (静态检测: {IsWCGame}, 循环播放: {_isLooping})");
}
else
{
// 只有同步解码第一帧时才立即启用,否则等待第一帧解码完成后再启用
if (syncDecodeFirstFrame)
{
OnEnableRenderTarget();
}
else
{
OnDisableRenderTarget();
}
_decoder = new LeviathanSoftwareDecoder();
Log($"[PlayWithData] 使用软件解码器 (静态检测: {IsWCGame})");
}
_needInitTexture = true;
// 订阅第一帧回调事件
_decoder.OnFirstFrameDecoded += OnFirstFrameDecodedCallback;
// 初始化解码器
bytesFile = fileData;
#if UNITY_EDITOR
_lastBytesFile = bytesFile;
#endif
#if UNITY_2022_1_OR_NEWER
ret = _decoder.Init(fileData.GetData<byte>(), beginFrameIndex, syncDecodeFirstFrame, fastDecode);
#else
// Unity 2020/2021: 创建持久的数据副本供解码器使用
if (_hasVideoDataBuffer)
{
_videoDataBuffer.Dispose();
}
_videoDataBuffer = new NativeArray<byte>(fileData.bytes, Allocator.Persistent);
_hasVideoDataBuffer = true;
ret = _decoder.Init(_videoDataBuffer, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
#endif
_frameCount = _decoder.FrameCount;
_loopBeginFrameIndex = beginFrameIndex;
_loopEndFrameIndex = _frameCount;
_duration = _decoder.Duration;
_frameInterval = _decoder.FrameInterval;
_codecName = _decoder.CodecName;
if (ret != 0)
{
LogError($"DecodeNextFrame ret: {ret}");
}
OnUpdateRenderTargetSize();
// 只有同步解码第一帧时才立即显示,否则等待第一帧解码完成后在 HandleFirstFrameDecoded 中显示
if (syncDecodeFirstFrame)
{
DisplayFrame();
// 同步模式下立即触发首帧渲染完毕回调
OnFirstFrameRendered?.Invoke();
}
if (_isMultithreadedDecode)
{
// 多线程模式
Interlocked.Exchange(ref _hasFrameReady, 1); // 第一帧已准备好
_isPlaying = true;
_isPause = false;
_decodeThread = new Thread(DecodeThreadFunction);
#if UNITY_EDITOR
_decodeThread.Name = $"{nameof(LeviathanVideoDecoderBase)}.{nameof(DecodeThreadFunction)}";
#endif
_decodeThread.Start();
}
else
{
// 单线程模式
_isPlaying = true;
_isPause = false;
}
return ret;
}
/// <summary>
/// 更新渲染目标尺寸(子类实现)
/// </summary>
protected abstract void OnUpdateRenderTargetSize();
protected void InternalStop()
{
if (!_isPlaying) return;
// 立即设置状态,防止重复调用
_isPlaying = false;
// 其他平台的同步停止逻辑
InternalStopSync();
}
// 同步停止方法(非微信平台)
protected void InternalStopSync()
{
// 重置第一帧回调标志,避免旧视频的回调影响新视频
_pendingFirstFrameCallback = false;
_needApplyTexture = false;
_isPause = false;
if (_isMultithreadedDecode)
{
if (_decodeThread != null && _decodeThread.IsAlive)
{
_decodeThread.Join(1000); // 添加超时避免死锁
if (_decodeThread.IsAlive)
{
// 强制终止线程
_decodeThread.Abort();
}
}
_decodeThread = null;
}
// 其他平台正常销毁decoder
if (_decoder != null)
{
_decoder.OnFirstFrameDecoded -= OnFirstFrameDecodedCallback;
_decoder.InternalStop();
_decoder.Dispose();
_decoder = null;
}
#if !UNITY_2022_1_OR_NEWER
// Unity 2020/2021: 释放数据缓冲区
if (_hasVideoDataBuffer)
{
_videoDataBuffer.Dispose();
_hasVideoDataBuffer = false;
}
#endif
OnDisableRenderTarget();
}
// 主线程
protected virtual void Update()
{
// 如果正在销毁,立即返回
if (_isDestroying) return;
// 处理第一帧回调(从子线程安全地在主线程执行)
if (_pendingFirstFrameCallback)
{
_pendingFirstFrameCallback = false;
HandleFirstFrameDecoded();
}
if (_isPause) return;
if (!_isPlaying) return;
#if UNITY_WEBGL && !UNITY_EDITOR
_timeAccumulated += 1.0 / Application.targetFrameRate * _playSpeed;
#else
_timeAccumulated += Time.deltaTime * _playSpeed;
#endif
if (_isMultithreadedDecode)
{
// 多线程模式
if (_timeAccumulated >= _frameInterval)
{
// 检查是否有新帧准备好
if (Interlocked.Read(ref _hasFrameReady) > 0)
{
// 复制帧数据到纹理不立即Apply
DisplayFrame(applyImmediately: false);
_timeAccumulated -= _frameInterval;
// DisplayFrame 完成后,通知解码线程可以解码下一帧
Interlocked.Exchange(ref _hasFrameReady, 0);
}
if (_timeAccumulated > _frameInterval * 3)
{
_timeAccumulated = _frameInterval;
}
}
}
else
{
// 单线程模式
if (IsWCGame)
{
// Worker解码器每次Update解码一帧
if (_decoder.DecodeNextFrame() == 0)
{
DisplayFrame(applyImmediately: false);
}
}
else
{
// 每次Update最多解码一帧不追帧
if (_timeAccumulated >= _frameInterval)
{
if (_decoder.DecodeNextFrame() == 0)
{
_timeAccumulated -= _frameInterval;
long currentFrame = _decoder.DecodedFrameIndex;
if (currentFrame >= _loopEndFrameIndex)
{
if (_isLooping)
{
SeekToFrame(_loopBeginFrameIndex);
}
}
DisplayFrame(applyImmediately: false);
}
if (_timeAccumulated > _frameInterval * 3)
{
_timeAccumulated = _frameInterval;
}
}
}
if (_playFrameIndex >= _loopEndFrameIndex && !_isLooping)
{
Pause();
OnPlayCompleted?.Invoke();
}
}
}
protected virtual void LateUpdate()
{
if (_needApplyTexture) {
_needApplyTexture = false;
if (_decoder != null && _textures != null)
{
DisplayFrameApply();
}
}
}
// 解码线程(仅多线程模式)
protected void DecodeThreadFunction()
{
try
{
while (_isPlaying)
{
if (!_isPause)
{
// 等待主线程显示完当前帧_hasFrameReady == 0 表示允许解码下一帧)
while (Interlocked.Read(ref _hasFrameReady) != 0 && _isPlaying)
{
Thread.Sleep(1);
}
if (!_isPlaying) break;
// 解码下一帧
if (_decoder.DecodeNextFrame() == 0)
{
// 解码成功,通知主线程帧已准备好
Interlocked.Exchange(ref _hasFrameReady, 1);
}
if (_playFrameIndex >= _loopEndFrameIndex && !_isLoopSeeking)
{
if (_isLooping)
{
_isLoopSeeking = true;
SeekToFrame(_loopBeginFrameIndex);
// Seek后继续解码_hasFrameReady 保持为 1等待主线程显示
}
else
{
_isPause = true;
Interlocked.Exchange(ref _hasFrameReady, 1);
// 触发播放完成回调
OnPlayCompleted?.Invoke();
}
}
}
else
{
Thread.Sleep(5);
}
}
}
catch (ThreadAbortException)
{
Thread.ResetAbort();
}
}
// 初始化纹理
protected virtual void InitTextures()
{
if (_textures != null && _textures.Length > 0)
{
Destroy(_textures[0]);
Destroy(_textures[1]);
Destroy(_textures[2]);
}
var videoFrame = _decoder.VideoFrame;
// 软件解码器使用YUV格式
_textures = new Texture2D[TextureCount];
_textures[0] = new Texture2D(videoFrame->linesize[0], videoFrame->height, TextureFormat.Alpha8, false);
_textures[1] = new Texture2D(videoFrame->linesize[1], videoFrame->height / 2, TextureFormat.Alpha8, false);
_textures[2] = new Texture2D(videoFrame->linesize[2], videoFrame->height / 2, TextureFormat.Alpha8, false);
_textures[0].wrapMode = TextureWrapMode.Clamp;
_textures[1].wrapMode = TextureWrapMode.Clamp;
_textures[2].wrapMode = TextureWrapMode.Clamp;
_videoValidWidth = videoFrame->width;
_videoWidth = videoFrame->linesize[0];
_videoHeight = videoFrame->height;
OnInitMaterial();
OnUpdateRenderTargetSize();
}
/// <summary>
/// 初始化材质(子类实现)
/// </summary>
protected abstract void OnInitMaterial();
/// <summary>
/// 更新纹理
/// </summary>
/// <param name="applyImmediately">是否立即Apply上传到GPU。false时只复制数据可以稍后调用DisplayFrameApply</param>
protected virtual void DisplayFrame(bool applyImmediately = true)
{
var videoFrame = _decoder.VideoFrame;
if (videoFrame->linesize[0] <= 0) return;
// 检查纹理是否需要重新创建
if (_textures == null || _textures[0].width != videoFrame->linesize[0] || _textures[0].height != videoFrame->height)
{
InitTextures();
_lastAppliedAlphaType = _alphaType;
_needInitTexture = false;
if (_decoder is LeviathanWorkerDecoder workerDecoder)
{
workerDecoder.SetTextureIds(_textures);
}
}
else if (_needInitTexture)
{
// 只在alphaType变化时才更新材质
if (_alphaType != _lastAppliedAlphaType)
{
OnInitMaterial();
_lastAppliedAlphaType = _alphaType;
}
// 如果是Worker版本将纹理ID传递给JSLIB
if (_decoder is LeviathanWorkerDecoder workerDecoder)
{
workerDecoder.SetTextureIds(_textures);
}
_needInitTexture = false;
}
// 复制帧数据到纹理需要保护_videoFrame
_decoder.CopyFrameDataToTextures(_textures);
// 根据参数决定是否立即Apply
if (applyImmediately)
{
_decoder.ApplyTextures(_textures);
_needApplyTexture = false; // 立即Apply后清除延迟标志
}
else
{
_needApplyTexture = true; // 延迟Apply设置标志在LateUpdate中执行
}
// 更新播放帧索引
if (_isMultithreadedDecode)
{
_playFrameIndex = Interlocked.Read(ref _decoder.GetDecodedFrameIndexRef());
}
else
{
_playFrameIndex = _decoder.DecodedFrameIndex;
}
// 重置循环seek标志
_isLoopSeeking = false;
}
/// <summary>
/// 将纹理数据上传到GPU可与下一帧解码并行
/// 配合 DisplayFrame(false) 使用,实现分步显示优化
/// </summary>
protected virtual void DisplayFrameApply()
{
_decoder.ApplyTextures(_textures);
}
// 跳转到指定时间点
public void Seek(double ms)
{
_decoder.Seek(ms);
}
// 跳转到指定帧
public void SeekToFrame(long frame)
{
_decoder.SeekToFrame(frame);
}
public void SetPlaySpeed(float speed)
{
_playSpeed = speed;
}
public virtual void SetAlphaType(PlayAlphaType alphaTypeValue)
{
_alphaType = alphaTypeValue;
if (_textures == null || _textures.Length <= 0) return;
OnUpdateMaterial();
_lastAppliedAlphaType = _alphaType;
OnUpdateRenderTargetSize();
}
/// <summary>
/// 更新材质(子类实现)
/// </summary>
protected abstract void OnUpdateMaterial();
public void SetLooping(bool isLooping)
{
_isLooping = isLooping;
// 如果是微信小游戏平台,设置解码器的循环播放状态
if (IsWCGame)
{
_decoder.IsLooping = isLooping;
}
if (_isLooping && _isPause)
{
Resume();
}
}
/// <summary>
/// 设置循环播放区间, 帧数范围为 1 ~ FrameCount
/// </summary>
/// <param name="beginFrame">开始帧索引</param>
/// <param name="endFrame">结束帧索引</param>
public void SetLoopingFrame(long beginFrame, long endFrame)
{
_loopBeginFrameIndex = beginFrame;
_loopEndFrameIndex = endFrame;
}
/// <summary>
/// 切换视频
/// </summary>
/// <param name="fileData">视频文件</param>
/// <param name="playAlpha">播放透明度</param>
/// <param name="multithreadedDecode">是否多线程解码</param>
/// <param name="beginFrameIndex">开始播放的帧索引</param>
/// <param name="syncDecodeFirstFrame">是否同步解码第一帧, 区别在于是否当前帧就能立马看到视频, 会耗时10ms</param>
/// <param name="fastDecode">是否启用快速解码(跳过环路滤波器),默认开启以提升性能</param>
/// <returns>返回值: true表示成功, false表示失败</returns>
public bool ChangeVideo(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
{
// 如果不同步解码第一帧,先隐藏渲染目标避免显示旧帧
if (!syncDecodeFirstFrame)
{
OnDisableRenderTarget();
}
return ChangeVideoSync(fileData, playAlpha, multithreadedDecode, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
}
protected bool ChangeVideoSync(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
{
Log("开始同步切换视频");
try
{
// 同步停止当前视频
StopVideoSync();
// 同步播放新视频
int result = PlayVideoSync(fileData, playAlpha, multithreadedDecode, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
if (result != 0)
{
LogError($"同步播放视频失败,错误码: {result}");
return false;
}
Log("同步切换视频完成");
return true;
}
catch (System.Exception e)
{
LogError($"同步切换视频异常: {e.Message}");
return false;
}
}
protected void StopVideoSync()
{
// 立即禁用渲染目标显示,避免显示旧帧
OnDisableRenderTarget();
if (_isPlaying)
{
if (_isPlaying)
{
InternalStop();
}
// 同步等待停止操作完成
int maxWaitCount = 1000; // 最多等待1000次循环
int waitCount = 0;
while ((_isPlaying) && waitCount < maxWaitCount)
{
// 在同步模式下我们不能使用yield所以使用Thread.Sleep进行短暂等待
Thread.Sleep(1);
waitCount++;
}
if (waitCount >= maxWaitCount)
{
LogWarning("同步停止视频超时,继续执行后续操作");
}
else
{
Log($"视频同步停止完成,等待了 {waitCount} 次循环");
}
}
}
protected int PlayVideoSync(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
{
// 播放新视频
int result;
if (fileData != null)
{
// 使用文件数据播放
result = PlayVideo(fileData, playAlpha, multithreadedDecode, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
Log($"同步切换到视频资源: {fileData.name}");
}
else
{
LogError("没有提供有效的视频源");
return -1;
}
if (result != 0)
{
LogError($"同步播放视频失败,错误码: {result}");
return result;
}
return result;
}
internal void Play()
{
if (!Application.isPlaying) return;
if (bytesFile == null) return;
PlayVideo(bytesFile, _alphaType, true);
}
public void Stop()
{
if (!Application.isPlaying) return;
InternalStop();
}
public void Pause()
{
if (!Application.isPlaying) return;
_isPause = true;
// 调用解码器的暂停方法
_decoder?.Pause(true);
}
public void Resume()
{
if (!Application.isPlaying) return;
_isPause = false;
// 调用解码器的恢复方法
_decoder?.Pause(false);
}
}

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serializedVersion: 2
defaultReferences: []
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userData:
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/*----------------------------------------------------------------
// Copyright (C) 2025 Beijing All rights reserved.
//
// Author: huachangmiao
// Create Date: 2025/04/11
// Module Describe:
//----------------------------------------------------------------*/
//******************************************************************
// CPU软解码
// 适用平台
// Editor
// Windows
// MacOS
// Android
// iOS
// WebGL
//******************************************************************
// #define ENABLE_COPY_NATIVE_DATA //复制Native数据到托管内存
#if UNITY_WEBGL
#else
#define ENABLE_AV_MALLOC //使用AV_MALLOC分配内存
#endif
using System;
using System.Threading;
using LeviathanVideo.Abstractions;
using LeviathanVideo.Bindings.Linked;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using System.Runtime.InteropServices;
using AOT;
internal unsafe class LeviathanSoftwareDecoder : ILeviathanDecoder
{
// 日志辅助方法
private static void Log(string message)
{
LeviathanLogConfig.Log("SoftwareDecoder", message);
}
private static void LogWarning(string message)
{
LeviathanLogConfig.LogWarning("SoftwareDecoder", message);
}
private static void LogError(string message)
{
LeviathanLogConfig.LogError("SoftwareDecoder", message);
}
// 事件实现
public event Action OnFirstFrameDecoded;
private AVFormatContext* _pFormatContext;
private AVCodecContext* _pVideoContext;
private int _videoStreamIndex;
private AVFrame* _videoFrame;
private AVPacket* _packet;
private AVIOContext* _pAvioCtx;
private byte* _avioCtxBuffer;
private BufferData _bufferData;
private GCHandle _bdHandle;
#if ENABLE_AV_MALLOC
#else
private GCHandle _hAvioBuffer;
#endif
#if ENABLE_COPY_NATIVE_DATA
private IntPtr _unmanagedPtr;
#endif
// 私有字段
private long _frameCount;
private double _frameInterval;
private string _codecName = "";
private long _duration;
private long _decodedFrameIndex;
private bool _firstFrameDecoded = false;
// 线程安全锁 - 保护 Seek 和 Decode 操作不并发执行
private readonly object _codecLock = new object();
// 实现接口属性
public long FrameCount => _frameCount;
public double FrameInterval => _frameInterval;
public string CodecName => _codecName;
public long Duration => _duration;
public long DecodedFrameIndex => _decodedFrameIndex;
public AVFrame* VideoFrame => _videoFrame;
// 循环播放属性(软件解码器不需要特殊处理)
public bool IsLooping { get; set; } = false;
// 快速解码模式(跳过环路滤波器)
private bool _fastDecode = true;
[StructLayout(LayoutKind.Sequential)]
private struct BufferData
{
public byte* ptr;
public byte* originPtr;
public ulong size;
public ulong totalSize;
}
[MonoPInvokeCallback(typeof(avio_alloc_context_read_packet))]
private static int ReadPacket(void* opaque, byte* buf, int bufSize)
{
BufferData* bd = (BufferData*)opaque;
bufSize = (int)Math.Min(bd->size, (ulong)bufSize);
if (bufSize <= 0)
return leviathan.AVERROR_EOF;
// Buffer.MemoryCopy(bd->ptr, buf, bufSize, bufSize);
UnsafeUtility.MemCpy(buf, bd->ptr, bufSize);
bd->ptr += bufSize;
bd->size -= (ulong)bufSize;
return bufSize;
}
[MonoPInvokeCallback(typeof(avio_alloc_context_seek))]
private static long SeekPacket(void* opaque, long offset, int whence)
{
BufferData* bd = (BufferData*)opaque;
switch (whence)
{
case 0: //SEEK_SET
if (offset < 0 || (ulong)offset > bd->totalSize)
return leviathan.AVERROR_Enum(leviathan.EINVAL);
bd->ptr = bd->originPtr + offset;
bd->size = bd->totalSize - (ulong)offset;
return offset;
case 1: //SEEK_CUR
long newPos = bd->ptr - bd->originPtr + offset;
if (newPos < 0 || (ulong)newPos > bd->totalSize)
return leviathan.AVERROR_Enum(leviathan.EINVAL);
bd->ptr += offset;
bd->size = bd->totalSize - (ulong)newPos;
return newPos;
case 2: //SEEK_END
long endPos = (long)bd->totalSize + offset;
if (endPos < 0 || endPos > (long)bd->totalSize)
return leviathan.AVERROR_Enum(leviathan.EINVAL);
bd->ptr = bd->originPtr + endPos;
bd->size = bd->totalSize - (ulong)endPos;
return endPos;
default:
return leviathan.AVERROR_Enum(leviathan.EINVAL);
}
}
public int Init(NativeArray<byte> fileData, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
{
LinkedBindings.Initialize();
_fastDecode = fastDecode;
var ret = 0;
var src = fileData.GetUnsafeReadOnlyPtr();
#if ENABLE_COPY_NATIVE_DATA
_unmanagedPtr = Marshal.AllocHGlobal(fileData.Length);
var dst = _unmanagedPtr.ToPointer();
UnsafeUtility.MemCpy(dst, src, fileData.Length);
src = dst;
#endif
ulong bufferSize = (ulong)fileData.Length;
_bufferData = new BufferData
{
originPtr = (byte*)src, // 初始化原始指针
ptr = (byte*)src,
size = bufferSize,
totalSize = bufferSize
};
_bdHandle = GCHandle.Alloc(_bufferData, GCHandleType.Pinned);
avio_alloc_context_read_packet readCallback = ReadPacket;
avio_alloc_context_seek seekCallback = SeekPacket;
// 为AVIOContext分配缓冲区
const int avioCtxBufferSize = 4096;
#if ENABLE_AV_MALLOC
_avioCtxBuffer = (byte*)leviathan.av_malloc(avioCtxBufferSize);
// 分配AVIOContext并将其与AVFormatContext关联
_pAvioCtx = leviathan.avio_alloc_context(
_avioCtxBuffer,
avioCtxBufferSize,
0, // 不可写
(void*)_bdHandle.AddrOfPinnedObject(),
readCallback,
null, // 无写回调
seekCallback
);
#else
// wasm无法直接使用av_malloc
int alignment = 64;
byte[] avioBufferManaged = new byte[avioCtxBufferSize + alignment - 1];
_hAvioBuffer = GCHandle.Alloc(avioBufferManaged, GCHandleType.Pinned);
IntPtr avioBufferPtr = _hAvioBuffer.AddrOfPinnedObject();
// 调整指针到对齐地址
IntPtr alignedPtr = new IntPtr((avioBufferPtr.ToInt64() + alignment - 1) & ~(alignment - 1));
// 分配AVIOContext并将其与AVFormatContext关联
_pAvioCtx = leviathan.avio_alloc_context(
(byte*)alignedPtr,
avioCtxBufferSize,
0, // 不可写
(void*)_bdHandle.AddrOfPinnedObject(),
readCallback,
null, // 无写回调
seekCallback
);
#endif
if (_pAvioCtx == null)
{
ret = leviathan.AVERROR_Enum(leviathan.ENOMEM);
LogError("无法分配AVIO上下文");
return ret;
}
_pFormatContext = leviathan.avformat_alloc_context();
_pFormatContext->pb = _pAvioCtx;
var pFormatContext = _pFormatContext;
ret = leviathan.avformat_open_input(&pFormatContext, null, null, null);
if (ret != 0)
{
LogError($"avformat_open_input failed: {ret}");
return ret;
}
if (_pFormatContext == null)
{
return ret;
}
return InternalPlay(beginFrameIndex, syncDecodeFirstFrame);
}
public int InternalPlay(int beginFrameIndex = 1, bool syncDecodeFirstFrame = true)
{
leviathan.avformat_find_stream_info(_pFormatContext, null);
AVCodec* videoCodec = null;
_videoStreamIndex = leviathan.av_find_best_stream(_pFormatContext, AVMediaType.AVMEDIA_TYPE_VIDEO, -1, -1, &videoCodec, 0);
// 获取视频流信息
AVStream* videoStream = _pFormatContext->streams[_videoStreamIndex];
// 计算帧间隔
AVRational frameRate = videoStream->r_frame_rate;
double fps = leviathan.av_q2d(frameRate);
_frameInterval = 1.0 / fps;
_pVideoContext = leviathan.avcodec_alloc_context3(videoCodec);
#if UNITY_EDITOR
_codecName = leviathan.avcodec_get_name(videoCodec->id);
#endif
if (videoCodec == null)
{
LogError("videoCodec is null");
return 1;
}
_pVideoContext->thread_count = 0;
_pVideoContext->thread_type = leviathan.FF_THREAD_FRAME | leviathan.FF_THREAD_SLICE;
// 根据 fastDecode 参数决定是否跳过环路滤波器以提升解码速度
if (_fastDecode)
{
_pVideoContext->skip_loop_filter = (AVDiscard)48; //AVDISCARD_ALL
}
// Debug.Log($"{_pVideoContext->codec_id} {_frameInterval} {_pFormatContext->duration}");
leviathan.avcodec_open2(_pVideoContext, videoCodec, null);
_duration = _pFormatContext->duration;
if (_pFormatContext->streams[_videoStreamIndex]->nb_frames > 0)
{
_frameCount = _pFormatContext->streams[_videoStreamIndex]->nb_frames;
}
else
{
var dur = _duration / 1000.0 * leviathan.av_q2d(videoStream->time_base);
int frNum = frameRate.num;
int frDen = frameRate.den;
if (dur > 0 && frNum > 0 && frDen > 0)
{
_frameCount = (long)(dur * frNum / frDen);
}
}
// Debug.Log($"frameCount: {_frameCount}");
_videoFrame = leviathan.av_frame_alloc();
_packet = leviathan.av_packet_alloc();
if (beginFrameIndex > 1)
{
SeekToFrame(beginFrameIndex);
}
if (syncDecodeFirstFrame)
{
// 第一帧同步解码
int ret = DecodeNextFrame();
if (ret != 0)
{
LogError($"DecodeNextFrame ret: {ret}");
}
}
return 0;
}
public int DecodeNextFrame()
{
lock (_codecLock)
{
if (_pVideoContext == null || _pFormatContext == null)
return -1;
return DecodeNextFrameInternal();
}
}
private int DecodeNextFrameInternal()
{
var flushSent = false;
while (true)
{
var error = leviathan.avcodec_receive_frame(_pVideoContext, _videoFrame);
if (error == 0)
{
long frameIndex = 1;
if (_frameInterval > 0)
{
var timeBase = _pFormatContext->streams[_videoStreamIndex]->time_base;
double frameTime = _videoFrame->pts * leviathan.av_q2d(timeBase);
frameIndex = (long)(frameTime / _frameInterval + 0.1) + 1;
}
Interlocked.Exchange(ref _decodedFrameIndex, frameIndex);
// 触发第一帧回调
if (!_firstFrameDecoded)
{
_firstFrameDecoded = true;
OnFirstFrameDecoded?.Invoke();
}
return 0;
}
if (error == leviathan.AVERROR_Enum(leviathan.EAGAIN))
{
if (flushSent)
{
// 已发送过flush无更多数据
return 1;
}
error = leviathan.av_read_frame(_pFormatContext, _packet);
if (error < 0)
{
if (error == leviathan.AVERROR_EOF)
{
// 发送flush packet以取出解码器中剩余帧
error = leviathan.avcodec_send_packet(_pVideoContext, null);
flushSent = true;
if (error < 0 && error != leviathan.AVERROR_Enum(leviathan.EAGAIN))
{
return 2;
}
continue;
}
else
{
// 其他错误,继续尝试读取
continue;
}
}
if (_packet->stream_index == _videoStreamIndex)
{
error = leviathan.avcodec_send_packet(_pVideoContext, _packet);
if (error < 0)
{
leviathan.av_packet_unref(_packet);
if (error == leviathan.AVERROR_Enum(leviathan.EAGAIN))
{
// 解码器需要先输出帧,继续循环处理
continue;
}
else
{
return 3;
}
}
}
leviathan.av_packet_unref(_packet);
}
else if (error == leviathan.AVERROR_EOF)
{
// 解码器已无更多帧
return 4;
}
else
{
// 其他错误
return error;
}
}
}
public void InternalStop()
{
lock (_codecLock)
{
// Release resources
var pVideoContext = _pVideoContext;
var pFormatContext = _pFormatContext;
var videoFrame = _videoFrame;
var packet = _packet;
if (_pVideoContext != null) leviathan.avcodec_free_context(&pVideoContext);
if (_pFormatContext != null) leviathan.avformat_close_input(&pFormatContext);
if (_videoFrame != null) leviathan.av_frame_free(&videoFrame);
if (_packet != null) leviathan.av_packet_free(&packet);
_pVideoContext = null;
_pFormatContext = null;
_videoFrame = null;
_packet = null;
}
if (_pAvioCtx != null)
{
#if ENABLE_AV_MALLOC
leviathan.av_free(_pAvioCtx->buffer);
#else
_pAvioCtx->buffer = null; // 关键:阻止 FFmpeg 调用 av_free
if (_hAvioBuffer.IsAllocated)
{
_hAvioBuffer.Free();
}
#endif
var pAvioCtx = _pAvioCtx;
leviathan.avio_context_free(&pAvioCtx);
_pAvioCtx = null;
}
if (_bdHandle.IsAllocated)
{
_bdHandle.Free();
}
_bdHandle = default;
#if ENABLE_COPY_NATIVE_DATA
if (_unmanagedPtr != IntPtr.Zero)
{
Marshal.FreeHGlobal(_unmanagedPtr);
}
_unmanagedPtr = default;
#endif
}
public void Dispose()
{
InternalStop();
}
// 跳转到指定时间点
public void Seek(double ms)
{
lock (_codecLock)
{
if (_pVideoContext == null || _pFormatContext == null)
return;
long targetFrame = (long)(_frameInterval * ms);
// Debug.Log("Seek to " + targetFrame + "(" + ms + "ms)");
leviathan.avformat_seek_file(_pFormatContext, _videoStreamIndex, Int64.MinValue, targetFrame, Int64.MaxValue, leviathan.AVSEEK_FLAG_FRAME);
leviathan.avcodec_flush_buffers(_pVideoContext);
}
}
// 跳转到指定帧
public void SeekToFrame(long frame)
{
lock (_codecLock)
{
if (_pVideoContext == null || _pFormatContext == null)
return;
long pts = _pFormatContext->streams[_videoStreamIndex]->duration / _frameCount * frame - 1;
leviathan.avformat_seek_file(_pFormatContext, _videoStreamIndex, Int64.MinValue, pts, Int64.MaxValue, leviathan.AVSEEK_FLAG_FRAME);
leviathan.avcodec_flush_buffers(_pVideoContext);
}
}
// 获取decodedFrameIndex的引用用于Interlocked操作
public ref long GetDecodedFrameIndexRef()
{
return ref _decodedFrameIndex;
}
// 暂停/恢复播放的空方法(软件解码器不需要特殊处理)
public void Pause(bool pause)
{
// 软件解码器的暂停由LeviathanVideoDecoder的_isPause标志控制
// 这里不需要额外的实现
}
// 微信平台特有方法的空实现
public int GetDecoderStatus()
{
// 软件解码器始终返回已启动状态
return 2;
}
// 将视频帧数据复制到纹理需要在信号保护下执行访问_videoFrame
public void CopyFrameDataToTextures(UnityEngine.Texture2D[] textures)
{
const int TextureCount = 3;
if (textures == null || textures.Length < TextureCount) return;
// 更新YUV纹理 - 只做SetPixelData不做Apply
for (uint i = 0; i < TextureCount; i++)
{
if (_videoFrame->data[i] == null || textures[i] == null) continue;
var nativeArray = Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<byte>(
_videoFrame->data[i],
textures[i].width * textures[i].height,
Unity.Collections.Allocator.None
);
try
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref nativeArray, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.Create());
#endif
// 只复制数据到纹理的CPU缓冲区不上传到GPU
textures[i].SetPixelData(nativeArray, 0);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.Release(Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetAtomicSafetyHandle(nativeArray));
#endif
}
catch (UnityException)
{
}
finally
{
nativeArray.Dispose();
}
}
}
// 将纹理数据应用到GPU可以和下一帧解码并行执行
public void ApplyTextures(UnityEngine.Texture2D[] textures)
{
const int TextureCount = 3;
if (textures == null || textures.Length < TextureCount) return;
// 将CPU数据上传到GPU - 不需要访问_videoFrame
for (uint i = 0; i < TextureCount; i++)
{
if (textures[i] == null) continue;
try
{
textures[i].Apply(false, false);
}
catch (UnityException)
{
}
}
}
}

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Shader "LeviathanVideo/YUV420P"
{
Properties
{
[PerRendererData] _MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#if UNITY_VERSION < 202100
inline half3 UIGammaToLinear(half3 value)
{
return value * (value * (value * 0.305306011h + 0.682171111h) + 0.012522878h);
}
#endif
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
half _ReverseY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY>0)
{
OUT.texcoord.y=1- OUT.texcoord.y;
}
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace)
{
if(!IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
half3 c = 0;
c.r = (tex2D(_MainTex, IN.texcoord)).a-(16/255.0);
c.g = (tex2D(_UTex, IN.texcoord) ).a-(128/255.0);
c.b = (tex2D(_VTex, IN.texcoord) ).a-(128/255.0);
c=mul(c,YUV_TO_RGB);
half4 color = half4(c,IN.color.a);
color.rgb = saturate(color*_Color);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_3D"
{
Properties
{
_MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull [_Cull]
Lighting Off
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
float4 _MainTex_ST;
half _ReverseY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(v.vertex);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY > 0)
{
OUT.texcoord.y = 1 - OUT.texcoord.y;
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half3 c = 0;
c.r = (tex2D(_MainTex, IN.texcoord)).a - (16/255.0);
c.g = (tex2D(_UTex, IN.texcoord)).a - (128/255.0);
c.b = (tex2D(_VTex, IN.texcoord)).a - (128/255.0);
c = mul(c, YUV_TO_RGB);
half4 color = half4(c, IN.color.a);
color.rgb = saturate(color * _Color);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
return color * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_3D_Alpha_Bottom"
{
Properties
{
_MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull [_Cull]
Lighting Off
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
static const float FLOAT_16_255 = 16.0 / 255.0;
static const float FLOAT_128_255 = 128.0 / 255.0;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
float4 _MainTex_ST;
half _ReverseY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(v.vertex);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY > 0)
{
OUT.texcoord.y = 1 - OUT.texcoord.y;
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half3 c = 0;
half2 uv = IN.texcoord;
// 上半部分是颜色下半部分是Alpha
half2 uv1 = half2(uv.x, uv.y * 0.5);
half2 uv2 = half2(uv.x, uv.y * 0.5 + 0.5);
c.r = tex2D(_MainTex, uv1).a - FLOAT_16_255;
c.g = tex2D(_UTex, uv1).a - FLOAT_128_255;
c.b = tex2D(_VTex, uv1).a - FLOAT_128_255;
c = mul(c, YUV_TO_RGB);
half3 ca = 0;
ca.r = tex2D(_MainTex, uv2).a - FLOAT_16_255;
ca.g = tex2D(_UTex, uv2).a - FLOAT_128_255;
ca.b = 1;
ca = mul(ca, YUV_TO_RGB);
c /= clamp(ca.b, 0.01, 1);
c = saturate(c);
half4 color = half4(c, ca.b);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
color.rgb = color.rgb * _Color.rgb;
return color * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_3D_Alpha_Right"
{
Properties
{
_MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
_ValidWidthRatio ("ValidWidthRatio", Float) = 1
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull [_Cull]
Lighting Off
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
static const float FLOAT_16_255 = 16.0 / 255.0;
static const float FLOAT_128_255 = 128.0 / 255.0;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
float4 _MainTex_ST;
float _ValidWidthRatio;
half _ReverseY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(v.vertex);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY > 0)
{
OUT.texcoord.y = 1 - OUT.texcoord.y;
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half3 c = 0;
half2 uv = IN.texcoord;
half ratio = 0.5 * _ValidWidthRatio;
half2 uv1 = half2(uv.x * ratio, uv.y);
half2 uv2 = half2(uv.x * ratio + ratio, uv.y);
c.r = tex2D(_MainTex, uv1).a - FLOAT_16_255;
c.g = tex2D(_UTex, uv1).a - FLOAT_128_255;
c.b = tex2D(_VTex, uv1).a - FLOAT_128_255;
c = mul(c, YUV_TO_RGB);
half3 ca = 0;
ca.r = tex2D(_MainTex, uv2).a - FLOAT_16_255;
ca.g = tex2D(_UTex, uv2).a - FLOAT_128_255;
ca.b = 1;
ca = mul(ca, YUV_TO_RGB);
c /= clamp(ca.b, 0.01, 1);
c = saturate(c);
half4 color = half4(c, ca.b);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
color.rgb = color.rgb * _Color.rgb;
return color * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_3D_ChromaKey"
{
Properties
{
_MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
_KeyColor("KeyColor", Color) = (0,1,0,0)
_ColorCutoff("Cutoff", Range(0, 1)) = 0.2
_ColorFeathering("ColorFeathering", Range(0, 1)) = 0.33
_MaskFeathering("MaskFeathering", Range(0, 1)) = 1
_Sharpening("Sharpening", Range(0, 1)) = 0.5
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull [_Cull]
Lighting Off
ZWrite [_ZWrite]
ZTest [_ZTest]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
static const float FLOAT_16_255 = 16.0 / 255.0;
static const float FLOAT_128_255 = 128.0 / 255.0;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
float4 _MainTex_ST;
half _ReverseY;
float4 _MainTex_TexelSize;
float4 _KeyColor;
float _ColorCutoff;
float _ColorFeathering;
float _MaskFeathering;
float _Sharpening;
float rgb2y(float3 c)
{
return (0.299*c.r + 0.587*c.g + 0.114*c.b);
}
float rgb2cb(float3 c)
{
return (0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b);
}
float rgb2cr(float3 c)
{
return (0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*c.b);
}
float colorclose(float Cb_p, float Cr_p, float Cb_key, float Cr_key, float tola, float tolb)
{
float temp = (Cb_key-Cb_p)*(Cb_key-Cb_p)+(Cr_key-Cr_p)*(Cr_key-Cr_p);
float tola2 = tola*tola;
float tolb2 = tolb*tolb;
if (temp < tola2) return (0);
if (temp < tolb2) return (temp-tola2)/(tolb2-tola2);
return (1);
}
half3 getRGB(sampler2D tex1, sampler2D tex2, sampler2D tex3, float2 uv)
{
half3 c = 0;
c.r = tex2D(tex1, uv).a - FLOAT_16_255;
c.g = tex2D(tex2, uv).a - FLOAT_128_255;
c.b = tex2D(tex3, uv).a - FLOAT_128_255;
c = mul(c, YUV_TO_RGB);
return c;
}
float maskedTex2D(sampler2D tex1, sampler2D tex2, sampler2D tex3, float2 uv)
{
float4 color = float4(getRGB(tex1, tex2, tex3, uv), 1.0);
// Chroma key to CYK conversion
float key_cb = rgb2cb(_KeyColor.rgb);
float key_cr = rgb2cr(_KeyColor.rgb);
float pix_cb = rgb2cb(color.rgb);
float pix_cr = rgb2cr(color.rgb);
return colorclose(pix_cb, pix_cr, key_cb, key_cr, _ColorCutoff, _ColorFeathering);
}
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(v.vertex);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY > 0)
{
OUT.texcoord.y = 1 - OUT.texcoord.y;
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = half4(getRGB(_MainTex, _UTex, _VTex, IN.texcoord), IN.color.a);
color.rgb = saturate(color * _Color);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
// Get pixel width
float2 pixelWidth = float2(1.0 / _MainTex_TexelSize.z, 0);
float2 pixelHeight = float2(0, 1.0 / _MainTex_TexelSize.w);
// Unfeathered mask
float mask = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord);
// Feathering & smoothing
float c = mask;
float r = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth);
float l = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelWidth);
float d = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelHeight);
float u = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelHeight);
float rd = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth + pixelHeight) * .707;
float dl = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelWidth + pixelHeight) * .707;
float lu = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelHeight - pixelWidth) * .707;
float ur = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth - pixelHeight) * .707;
float blurContribution = (r + l + d + u + rd + dl + lu + ur + c) * 0.12774655;
float smoothedMask = smoothstep(_Sharpening, 1, lerp(c, blurContribution, _MaskFeathering));
float4 result = color * smoothedMask;
return float4(result.xyz, smoothedMask) * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_Alpha_Bottom"
{
Properties
{
[PerRendererData] _MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#if UNITY_VERSION < 202100
inline half3 UIGammaToLinear(half3 value)
{
return value * (value * (value * 0.305306011h + 0.682171111h) + 0.012522878h);
}
#endif
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
static const float FLOAT_16_255 = 16.0 / 255.0;
static const float FLOAT_128_255 = 128.0 / 255.0;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
half _ReverseY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY>0)
{
OUT.texcoord.y=1- OUT.texcoord.y;
}
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace)
{
if(!IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
half3 c = 0;
half2 uv=IN.texcoord;
half2 uv1=half2(uv.x,uv.y*0.5);
half2 uv2=half2(uv.x,uv.y*0.5+0.5);
c.r = tex2D(_MainTex, uv1).a - FLOAT_16_255;
c.g = tex2D(_UTex,uv1).a - FLOAT_128_255;
c.b = tex2D(_VTex, uv1).a - FLOAT_128_255;
c=mul(c,YUV_TO_RGB);
half3 ca=0;
ca.r = tex2D(_MainTex, uv2).a - FLOAT_16_255;
ca.g = tex2D(_UTex, uv2).a - FLOAT_128_255;
ca.b = 1;
ca=mul(ca,YUV_TO_RGB);
c/=clamp(ca.b,0.01,1);
c=saturate(c);
half4 color = half4(c,ca.b);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
color.rgb = color.rgb*_Color.rgb;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_Alpha_Right"
{
Properties
{
[PerRendererData] _MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_ValidWidthRatio ("ValidWidthRatio", Float) = 1
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#if UNITY_VERSION < 202100
inline half3 UIGammaToLinear(half3 value)
{
return value * (value * (value * 0.305306011h + 0.682171111h) + 0.012522878h);
}
#endif
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
static const float FLOAT_16_255 = 16.0 / 255.0;
static const float FLOAT_128_255 = 128.0 / 255.0;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
float _ValidWidthRatio;
int _UIVertexColorAlwaysGammaSpace;
half _ReverseY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY>0)
{
OUT.texcoord.y=1- OUT.texcoord.y;
}
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace)
{
if(!IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
half3 c = 0;
half2 uv=IN.texcoord;
half ratio = 0.5 * _ValidWidthRatio;
half2 uv1=half2(uv.x*ratio,uv.y);
half2 uv2=half2(uv.x*ratio+ratio,uv.y);
c.r = tex2D(_MainTex, uv1).a - FLOAT_16_255;
c.g = tex2D(_UTex,uv1).a - FLOAT_128_255;
c.b = tex2D(_VTex, uv1).a - FLOAT_128_255;
c=mul(c,YUV_TO_RGB);
half3 ca=0;
ca.r = tex2D(_MainTex, uv2).a - FLOAT_16_255;
ca.g = tex2D(_UTex, uv2).a - FLOAT_128_255;
ca.b = 1;
ca=mul(ca,YUV_TO_RGB);
c/=clamp(ca.b,0.01,1);
c=saturate(c);
half4 color = half4(c,ca.b);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
color.rgb = color.rgb*_Color.rgb;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color * IN.color;
}
ENDCG
}
}
}

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Shader "LeviathanVideo/YUV420P_ChromaKey"
{
Properties
{
[PerRendererData] _MainTex ("YTexture", 2D) = "white" {}
_UTex("UTexture",2D)="white"{}
_VTex("VTexture",2D)="white"{}
[Toggle]_ReverseY("Reverse Y",Float)=1
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_KeyColor("KeyColor", Color) = (0,1,0,0)
_ColorCutoff("Cutoff", Range(0, 1)) = 0.2
_ColorFeathering("ColorFeathering", Range(0, 1)) = 0.33
_MaskFeathering("MaskFeathering", Range(0, 1)) = 1
_Sharpening("Sharpening", Range(0, 1)) = 0.5
// despill 滤镜主要是处理前景由于蓝色或者绿色背景映射的光,比如我们在摄影棚拍摄绿色背景的图片的时候,有的时候会发现人物身上会反射有绿光,此时可以这个滤镜进行处理。
// _Despill("DespillStrength", Range(0, 1)) = 1
// _DespillLuminanceAdd("DespillLuminanceAdd", Range(0, 1)) = 0.2
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#if UNITY_VERSION < 202100
inline half3 UIGammaToLinear(half3 value)
{
return value * (value * (value * 0.305306011h + 0.682171111h) + 0.012522878h);
}
#endif
//Rec.709
static const half3x3 YUV_TO_RGB = half3x3(
1.16438, 1.16438, 1.16438,
0.0, -0.21325, 2.11240,
1.79274, -0.53291, 0.0
);
static const float FLOAT_16_255 = 16.0 / 255.0;
static const float FLOAT_128_255 = 128.0 / 255.0;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex,_UTex,_VTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
half _ReverseY;
float4 _MainTex_TexelSize;
float4 _KeyColor;
float _ColorCutoff;
float _ColorFeathering;
float _MaskFeathering;
float _Sharpening;
// float _Despill;
// float _DespillLuminanceAdd;
float rgb2y(float3 c)
{
return (0.299*c.r + 0.587*c.g + 0.114*c.b);
}
float rgb2cb(float3 c)
{
return (0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b);
}
float rgb2cr(float3 c)
{
return (0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*c.b);
}
float colorclose(float Cb_p, float Cr_p, float Cb_key, float Cr_key, float tola, float tolb)
{
float temp = (Cb_key-Cb_p)*(Cb_key-Cb_p)+(Cr_key-Cr_p)*(Cr_key-Cr_p);
float tola2 = tola*tola;
float tolb2 = tolb*tolb;
if (temp < tola2) return (0);
if (temp < tolb2) return (temp-tola2)/(tolb2-tola2);
return (1);
}
half3 getRGB(sampler2D tex1, sampler2D tex2, sampler2D tex3, float2 uv)
{
half3 c = 0;
c.r = tex2D(tex1, uv).a - FLOAT_16_255;
c.g = tex2D(tex2, uv).a - FLOAT_128_255;
c.b = tex2D(tex3, uv).a - FLOAT_128_255;
c=mul(c, YUV_TO_RGB);
return c;
}
float maskedTex2D(sampler2D tex1, sampler2D tex2, sampler2D tex3, float2 uv)
{
float4 color = float4(getRGB(tex1, tex2, tex3, uv), 1.0);
// Chroma key to CYK conversion
float key_cb = rgb2cb(_KeyColor.rgb);
float key_cr = rgb2cr(_KeyColor.rgb);
float pix_cb = rgb2cb(color.rgb);
float pix_cr = rgb2cr(color.rgb);
return colorclose(pix_cb, pix_cr, key_cb, key_cr, _ColorCutoff, _ColorFeathering);
}
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
if (_ReverseY>0)
{
OUT.texcoord.y=1- OUT.texcoord.y;
}
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace)
{
if(!IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
}
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
half4 color = half4(getRGB(_MainTex, _UTex, _VTex, IN.texcoord), IN.color.a);
color.rgb = saturate(color*_Color);
#ifdef UNITY_COLORSPACE_GAMMA
#else
color.rgb = pow(color.rgb, 2.2);
#endif
// Get pixel width
float2 pixelWidth = float2(1.0 / _MainTex_TexelSize.z, 0);
float2 pixelHeight = float2(0, 1.0 / _MainTex_TexelSize.w);
// Unfeathered mask
float mask = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord);
// Feathering & smoothing
float c = mask;
float r = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth);
float l = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelWidth);
float d = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelHeight);
float u = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelHeight);
float rd = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth + pixelHeight) * .707;
float dl = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelWidth + pixelHeight) * .707;
float lu = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelHeight - pixelWidth) * .707;
float ur = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth - pixelHeight) * .707;
float blurContribution = (r + l + d + u + rd + dl + lu + ur + c) * 0.12774655;
float smoothedMask = smoothstep(_Sharpening, 1, lerp(c, blurContribution, _MaskFeathering));
float4 result = color * smoothedMask;
// Despill
// float v = (2*result.b+result.r)/4;
// if(result.g > v) result.g = lerp(result.g, v, _Despill);
// float4 dif = (color - result);
// float desaturatedDif = rgb2y(dif.xyz);
// result += lerp(0, desaturatedDif, _DespillLuminanceAdd);
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
smoothedMask *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (smoothedMask - 0.001);
#endif
return float4(result.xyz, smoothedMask) * IN.color;
}
ENDCG
}
}
}

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