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