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- fixed4 _ChromaKeyColor;
- float _ChromaKeySimilarity;
- float _ChromaKeySmoothRange;
- float _ChromaKeySpillRange;
-
- // https://en.wikipedia.org/wiki/YUV
- float3 RGB2YUV(float3 rgb)
- {
- float r = rgb.x;
- float g = rgb.y;
- float b = rgb.z;
- float y = 0.2126 * r + 0.7152 * g + 0.0722 * b;
- float u = -0.09991 * r - 0.33609 * g + 0.436 * b;
- float v = 0.615 * r - 0.55861 * g - 0.05639 * b;
- return float3(y, u, v);
- }
-
- float3 YUV2RGB(float3 yuv)
- {
- float y = yuv.x;
- float u = yuv.y;
- float v = yuv.z;
- float r = y + 1.28033 * v;
- float g = y - 0.21482 * u - 0.38059 * v;
- float b = y + 2.12798 * u;
- return float3(r, g, b);
- }
-
- fixed4 GetCameraColor(float2 colorUV);
-
- float ColorDistance_YUV_YUV(float3 yuv1, float3 yuv2)
- {
- float dist = distance(yuv1.yz, yuv2.yz);
- // Increase the distance if the brightness of the first color is too high.
- // It fixed the error on the over exposure areas
- dist += saturate(yuv1.x - 0.9);
- return dist;
- }
-
- float ColorDistance_RGB_YUV(float3 rgb1, float3 yuv2)
- {
- float3 yuv1 = RGB2YUV(rgb1);
- return ColorDistance_YUV_YUV(yuv1, yuv2);
- }
-
-
- float ColorDistance_RGB_RGB(float3 rgb1, float3 rgb2)
- {
- float3 yuv1 = RGB2YUV(rgb1);
- float3 yuv2 = RGB2YUV(rgb2);
- return ColorDistance_YUV_YUV(yuv1, yuv2);
- }
-
- float RGB2Gray(float3 rgb)
- {
- float r = rgb.x;
- float g = rgb.y;
- float b = rgb.z;
- float y = 0.2126 * r + 0.7152 * g + 0.0722 * b;
- return y;
- }
-
- float GetAlphaFromDistance(float dist)
- {
- float result = smoothstep(_ChromaKeySimilarity, _ChromaKeySimilarity + _ChromaKeySmoothRange, dist);
- result = result * result;
- return result;
- }
-
- float GetSpillFromDistance(float dist)
- {
- float result = smoothstep(_ChromaKeySimilarity, _ChromaKeySimilarity + _ChromaKeySpillRange, dist);
- result = result * result * result;
- return result;
- }
-
-
- float4 GetColorAfterChromaKey(float2 UV, float2 deltaUV, float step)
- {
- float3 chromaColor = _ChromaKeyColor.rgb;
- float3 chromaYUV = RGB2YUV(chromaColor);
- float dist = 0.0;
- const int samples = 3;
- float offset = ((float)samples - 1.0) / 2.0;
- for (int i = 0; i < samples; ++i)
- {
- for (int j = 0; j < samples; ++j)
- {
- fixed4 color = GetCameraColor(UV + float2((float)i - offset, (float)j - offset) * deltaUV * step);
- float d = ColorDistance_RGB_YUV(color, chromaYUV);
- dist += d;
- }
- }
- dist /= (samples * samples);
- fixed4 centerColor = GetCameraColor(UV);
- float alpha = GetAlphaFromDistance(dist);
- float spill = GetSpillFromDistance(dist);
- float gray = RGB2Gray(centerColor.rgb);
- float4 outColor;
- outColor.rgb = lerp(float3(gray, gray, gray), centerColor.rgb, spill);
- outColor.a = alpha;
- return outColor;
- }
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