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 } } }