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 } } }