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- Shader "Imagine/ChromaKeyCutout" {
- Properties {
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _MaskCol ("Mask Color", Color) = (1.0, 0.0, 0.0, 1.0)
- _Sensitivity ("Threshold Sensitivity", Range(0,1)) = 0.5
- _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- _Feather ("Feathering", Range(0,1)) = 1
- }
- SubShader {
- Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
- LOD 100
- Lighting Off
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed _Cutoff;
- fixed _Feather;
- float4 _MaskCol;
- float _Sensitivity;
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 c = tex2D(_MainTex, i.texcoord);
- // float maskY = 0.2989 * _MaskCol.r + 0.5866 * _MaskCol.g + 0.1145 * _MaskCol.b;
- // float maskCr = 0.7132 * (_MaskCol.r - maskY);
- // float maskCb = 0.5647 * (_MaskCol.b - maskY);
-
- // float Y = 0.2989 * c.r + 0.5866 * c.g + 0.1145 * c.b;
- // float Cr = 0.7132 * (c.r - Y);
- // float Cb = 0.5647 * (c.b - Y);
- float MY = 0.2989*_MaskCol.r + 0.5866*_MaskCol.g + 0.1145*_MaskCol.b;
- float MCr = 0.5 + 0.5*_MaskCol.r - 0.418688*_MaskCol.g - 0.081312*_MaskCol.b;
- float MCb = 0.5 + -0.168736*_MaskCol.r - 0.331264*_MaskCol.g + 0.5*_MaskCol.b;
-
- float Y = 0.2989 * c.r + 0.5866 * c.g + 0.1145 * c.b;
- float Cr = 0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*c.b;
- float Cb = 0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b;
- // float dist = distance(float2(Cr, Cb), float2(MCr, MCb));
- float sqDist = (Cr - MCr)*(Cr - MCr) + (Cb - MCb)*(Cb - MCb);
- float S2 = _Sensitivity * _Sensitivity;
- float F2 = _Feather * _Feather;
- float d = 1;
- if(sqDist < S2) d = 0;
- else if(sqDist < F2) d = (sqDist-S2)/(F2-S2);
-
- // float blendValue = smoothstep(_Sensitivity, _Sensitivity, dist);
- clip(d - _Cutoff);
- return c;//float4(sqDist, sqDist, sqDist, 1);
- }
- ENDCG
- }
- }
- }
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