266 lines
9.8 KiB
Plaintext
266 lines
9.8 KiB
Plaintext
Shader "LeviathanVideo/YUV420P_ChromaKey"
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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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_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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// 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。
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// _Despill("DespillStrength", Range(0, 1)) = 1
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// _DespillLuminanceAdd("DespillLuminanceAdd", Range(0, 1)) = 0.2
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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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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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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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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 _Despill;
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// float _DespillLuminanceAdd;
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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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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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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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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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// Despill
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// float v = (2*result.b+result.r)/4;
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// if(result.g > v) result.g = lerp(result.g, v, _Despill);
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// float4 dif = (color - result);
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// float desaturatedDif = rgb2y(dif.xyz);
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// result += lerp(0, desaturatedDif, _DespillLuminanceAdd);
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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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smoothedMask *= m.x * m.y;
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (smoothedMask - 0.001);
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#endif
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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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