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