KITASENJU DESIGN BLOG

memo, html, javascript, unity

ChromaKey PostEffect

Unity でクロマキーシェーダを作ってみた - 凹みTips

をpost effectで使えるようにしてみました。

Shader "ChromaKey/ChromaKey_PostEffect"
{
    Properties
    {
        [Header(Material)]
        _Color ("Color", Color) = (1, 1, 1, 1)
        _MainTex("Texture", 2D) = "white" {}
        [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 2

        [Header(Chroma Key)]
        _ChromaKeyColor("Color", Color) = (0.0, 0.0, 1.0, 0.0)
        _ChromaKeyHueRange("Hue Range", Range(0, 1)) = 0.1
        _ChromaKeySaturationRange("Saturation Range", Range(0, 1)) = 0.5
        _ChromaKeyBrightnessRange("Brightness Range", Range(0, 1)) = 0.5
    }
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest Always

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"
            #include "./ChromaKey.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                
                
                float3 d = ChromaKeyCalcDiffrence(col);
                float c = 0;

                c = all( step(0.0, ChromaKeyGetRange() - d));

                // just invert the colors
                //col.rgb = 1 - col.rgb;
                
                return fixed4(c,c,c,1);
            }
            ENDCG
        }
    }
}

"FOOTER"