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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Color Space/YCbCrtoRGB Chroma Key"
{
Properties
{
_YTex ("Y (RGB)", 2D) = "black" {}
_CrTex ("Cr (RGB)", 2D) = "gray" {}
_CbTex ("Cb (RGB)", 2D) = "gray" {}
[YCbCr] _KeyYCbCr ("Chroma Key Color", Vector) = (0,0,0,-0.6)
[YCbCrPriority] _YCbCRDeltaScale ("YCbCr priority", Vector) = (0.1,1,1) //Different CbCr means a more different color than a different Y
_LowThreshold ("Low threashold", Range(0.0, 1.0)) = 0.2
_HighThreshold ("High threashold", Range(0.0, 1.0)) = 0.25
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
Lighting Off Fog { Color (0,0,0,0) }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _YTex;
sampler2D _CbTex;
sampler2D _CrTex;
#include "YCbCrtoRGB.cginc"
half3 _KeyYCbCr;
half4 _YCbCRDeltaScale;
half _LowThreshold;
half _HighThreshold;
struct v2f
{
float4 pos : SV_POSITION;
half2 uvY : TEXCOORD0;
half4 uvCbCr : TEXCOORD1; // u,v,offset,normalise
};
float4 _YTex_ST;
float4 _CbTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
o.uvCbCr.xy = TRANSFORM_TEX (v.texcoord, _CbTex);
//Work out the threasholds in the vertex shader
//float scaleLength = length(_YCbCRDeltaScale);
float scaleLength = _YCbCRDeltaScale.w;
float bottom = _LowThreshold * scaleLength;
float top = _HighThreshold * scaleLength;
float range = top - bottom;
float offset = -bottom;
float normalise = 1.0/range;
o.uvCbCr.z = offset;
o.uvCbCr.w = normalise;
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 YCbCr = SampleYCbCr( i.uvY, i.uvCbCr);
fixed4 rgbVec = YCbCrToRGB(YCbCr);
half3 deltaVec = (YCbCr.xyz - _KeyYCbCr.xyz) * _YCbCRDeltaScale.xyz;
rgbVec.w = (length(deltaVec) + i.uvCbCr.z)* i.uvCbCr.w;
return rgbVec;
}
ENDCG
}
}
}