video plugins
This commit is contained in:
@@ -0,0 +1,175 @@
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Shader "LeviathanVideo/YUV420P"
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{
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Properties
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{
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[PerRendererData] _MainTex ("YTexture", 2D) = "white" {}
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_UTex("UTexture",2D)="white"{}
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_VTex("VTexture",2D)="white"{}
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[Toggle]_ReverseY("Reverse Y",Float)=1
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#if UNITY_VERSION < 202100
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inline half3 UIGammaToLinear(half3 value)
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{
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return value * (value * (value * 0.305306011h + 0.682171111h) + 0.012522878h);
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}
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#endif
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//Rec.709
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static const half3x3 YUV_TO_RGB = half3x3(
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1.16438, 1.16438, 1.16438,
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0.0, -0.21325, 2.11240,
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1.79274, -0.53291, 0.0
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);
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 mask : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex,_UTex,_VTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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half _ReverseY;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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float4 vPosition = UnityObjectToClipPos(v.vertex);
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OUT.worldPosition = v.vertex;
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OUT.vertex = vPosition;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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if (_ReverseY>0)
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{
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OUT.texcoord.y=1- OUT.texcoord.y;
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}
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OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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if (_UIVertexColorAlwaysGammaSpace)
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{
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if(!IsGammaSpace())
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{
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v.color.rgb = UIGammaToLinear(v.color.rgb);
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}
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}
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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//HDR color transparency blend, when it blends with the world's texture.
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0 / alphaPrecision);
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IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
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half3 c = 0;
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c.r = (tex2D(_MainTex, IN.texcoord)).a-(16/255.0);
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c.g = (tex2D(_UTex, IN.texcoord) ).a-(128/255.0);
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c.b = (tex2D(_VTex, IN.texcoord) ).a-(128/255.0);
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c=mul(c,YUV_TO_RGB);
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half4 color = half4(c,IN.color.a);
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color.rgb = saturate(color*_Color);
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#ifdef UNITY_COLORSPACE_GAMMA
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#else
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color.rgb = pow(color.rgb, 2.2);
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#endif
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#ifdef UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color * IN.color;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: beb8b637c3a75a24aa0de903c96638e1
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,106 @@
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Shader "LeviathanVideo/YUV420P_3D"
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{
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Properties
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{
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_MainTex ("YTexture", 2D) = "white" {}
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_UTex("UTexture",2D)="white"{}
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_VTex("VTexture",2D)="white"{}
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[Toggle]_ReverseY("Reverse Y",Float)=1
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_Color ("Tint", Color) = (1,1,1,1)
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
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[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Cull [_Cull]
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Lighting Off
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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//Rec.709
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static const half3x3 YUV_TO_RGB = half3x3(
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1.16438, 1.16438, 1.16438,
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0.0, -0.21325, 2.11240,
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1.79274, -0.53291, 0.0
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);
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struct appdata_t
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||||
{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex,_UTex,_VTex;
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fixed4 _Color;
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float4 _MainTex_ST;
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half _ReverseY;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
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if (_ReverseY > 0)
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{
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OUT.texcoord.y = 1 - OUT.texcoord.y;
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}
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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half3 c = 0;
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c.r = (tex2D(_MainTex, IN.texcoord)).a - (16/255.0);
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c.g = (tex2D(_UTex, IN.texcoord)).a - (128/255.0);
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c.b = (tex2D(_VTex, IN.texcoord)).a - (128/255.0);
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c = mul(c, YUV_TO_RGB);
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half4 color = half4(c, IN.color.a);
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color.rgb = saturate(color * _Color);
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#ifdef UNITY_COLORSPACE_GAMMA
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#else
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color.rgb = pow(color.rgb, 2.2);
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#endif
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return color * IN.color;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: a815bdc14ea584c4b82c5cf38992fc18
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||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,121 @@
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Shader "LeviathanVideo/YUV420P_3D_Alpha_Bottom"
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{
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Properties
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{
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_MainTex ("YTexture", 2D) = "white" {}
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_UTex("UTexture",2D)="white"{}
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_VTex("VTexture",2D)="white"{}
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[Toggle]_ReverseY("Reverse Y",Float)=1
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_Color ("Tint", Color) = (1,1,1,1)
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
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[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
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||||
}
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||||
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SubShader
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||||
{
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||||
Tags
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||||
{
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||||
"Queue"="Transparent"
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||||
"IgnoreProjector"="True"
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||||
"RenderType"="Transparent"
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||||
}
|
||||
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||||
Cull [_Cull]
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||||
Lighting Off
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||||
ZWrite [_ZWrite]
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||||
ZTest [_ZTest]
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||||
Blend SrcAlpha OneMinusSrcAlpha
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||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
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||||
#pragma vertex vert
|
||||
#pragma fragment frag
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||||
#pragma target 2.0
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||||
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||||
#include "UnityCG.cginc"
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|
||||
//Rec.709
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static const half3x3 YUV_TO_RGB = half3x3(
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1.16438, 1.16438, 1.16438,
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0.0, -0.21325, 2.11240,
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1.79274, -0.53291, 0.0
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||||
);
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||||
static const float FLOAT_16_255 = 16.0 / 255.0;
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||||
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;
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||||
fixed4 _Color;
|
||||
float4 _MainTex_ST;
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||||
half _ReverseY;
|
||||
|
||||
v2f vert(appdata_t v)
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||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9944e974099a00445a9a47d663f3223f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,123 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b0f65a064460c54b93e5f72956880b9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,184 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f3d30338e3677045a6f721dedfee089
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,188 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7cb92b36c7d519d4a8aea09d292561be
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,191 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 527483c5bc98511428b82fedf30210a6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,265 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c036bf8d3c966a94ca7dec96182b86b5
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user