ARTracking/Assets/Imagine/Common/Shaders/ChromaCutoutShader.shader

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2024-09-10 22:01:36 -07:00
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
}
}
}