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 } } }