185 lines
6.5 KiB
Plaintext
185 lines
6.5 KiB
Plaintext
Shader "LeviathanVideo/YUV420P_3D_ChromaKey"
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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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_KeyColor("KeyColor", Color) = (0,1,0,0)
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_ColorCutoff("Cutoff", Range(0, 1)) = 0.2
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_ColorFeathering("ColorFeathering", Range(0, 1)) = 0.33
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_MaskFeathering("MaskFeathering", Range(0, 1)) = 1
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_Sharpening("Sharpening", Range(0, 1)) = 0.5
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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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static const float FLOAT_16_255 = 16.0 / 255.0;
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static const float FLOAT_128_255 = 128.0 / 255.0;
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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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float4 _MainTex_TexelSize;
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float4 _KeyColor;
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float _ColorCutoff;
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float _ColorFeathering;
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float _MaskFeathering;
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float _Sharpening;
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float rgb2y(float3 c)
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{
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return (0.299*c.r + 0.587*c.g + 0.114*c.b);
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}
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float rgb2cb(float3 c)
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{
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return (0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b);
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}
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float rgb2cr(float3 c)
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{
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return (0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*c.b);
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}
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float colorclose(float Cb_p, float Cr_p, float Cb_key, float Cr_key, float tola, float tolb)
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{
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float temp = (Cb_key-Cb_p)*(Cb_key-Cb_p)+(Cr_key-Cr_p)*(Cr_key-Cr_p);
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float tola2 = tola*tola;
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float tolb2 = tolb*tolb;
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if (temp < tola2) return (0);
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if (temp < tolb2) return (temp-tola2)/(tolb2-tola2);
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return (1);
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}
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half3 getRGB(sampler2D tex1, sampler2D tex2, sampler2D tex3, float2 uv)
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{
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half3 c = 0;
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c.r = tex2D(tex1, uv).a - FLOAT_16_255;
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c.g = tex2D(tex2, uv).a - FLOAT_128_255;
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c.b = tex2D(tex3, uv).a - FLOAT_128_255;
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c = mul(c, YUV_TO_RGB);
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return c;
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}
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float maskedTex2D(sampler2D tex1, sampler2D tex2, sampler2D tex3, float2 uv)
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{
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float4 color = float4(getRGB(tex1, tex2, tex3, uv), 1.0);
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// Chroma key to CYK conversion
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float key_cb = rgb2cb(_KeyColor.rgb);
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float key_cr = rgb2cr(_KeyColor.rgb);
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float pix_cb = rgb2cb(color.rgb);
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float pix_cr = rgb2cr(color.rgb);
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return colorclose(pix_cb, pix_cr, key_cb, key_cr, _ColorCutoff, _ColorFeathering);
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}
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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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half4 color = half4(getRGB(_MainTex, _UTex, _VTex, IN.texcoord), 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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// Get pixel width
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float2 pixelWidth = float2(1.0 / _MainTex_TexelSize.z, 0);
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float2 pixelHeight = float2(0, 1.0 / _MainTex_TexelSize.w);
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// Unfeathered mask
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float mask = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord);
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// Feathering & smoothing
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float c = mask;
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float r = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth);
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float l = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelWidth);
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float d = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelHeight);
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float u = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelHeight);
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float rd = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth + pixelHeight) * .707;
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float dl = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelWidth + pixelHeight) * .707;
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float lu = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord - pixelHeight - pixelWidth) * .707;
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float ur = maskedTex2D(_MainTex, _UTex, _VTex, IN.texcoord + pixelWidth - pixelHeight) * .707;
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float blurContribution = (r + l + d + u + rd + dl + lu + ur + c) * 0.12774655;
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float smoothedMask = smoothstep(_Sharpening, 1, lerp(c, blurContribution, _MaskFeathering));
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float4 result = color * smoothedMask;
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return float4(result.xyz, smoothedMask) * 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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