Files
2026-03-24 11:43:22 +08:00

266 lines
9.8 KiB
Plaintext

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
}
}
}