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 } } }