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tysdk-intergration/sdk-intergration/LocalPackages/LeviathanVideo/Runtime/Shader/YUV420P_3D_ChromaKey.shader
2026-03-24 11:43:22 +08:00

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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
}
}
}