https://github.com/otdavies/UnityChromakey/blob/master/Shaders/ChromaKey.shader
UnityChromakey/Shaders/ChromaKey.shader at master · otdavies/UnityChromakey
A simple, yet powerful chromakey / greenscreen solution for Unity. Designed to be used with virtual production. - otdavies/UnityChromakey
github.com
ChractorPlane (Plane 오브젝트)
- ChromaKeyMat 머티리얼 할당
Video Player 컴포넌트
- Render Mode ➡️ Render Texture
- Target Texture ➡️ VideoRenderTexture
ChromaKeyMat 머티리얼
- Shader: Custom/ChromaKeyShader
- Texture ➡️ VideoRenderTexture 연결
크로마키 설정
- Chroma Key Color: 초록색 (0, 1, 0)
- Threshold: 0.1 ~ 0.3 추천
Shader "Unlit/ChromaKeyShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_KeyColor("KeyColor", Color) = (0,1,0,0)
_TintColor("TintColor", Color) = (1,1,1,1)
_ColorCutoff("Cutoff", Range(0, 1)) = 0.2
_ColorFeathering("ColorFeathering", Range(0, 1)) = 0.33
_MaskFeathering("MaskFeathering", Range(0, 1)) = 1
_Sharpening("Sharpening", Range(0, 1)) = 0.5
_Despill("DespillStrength", Range(0, 1)) = 1
_DespillLuminanceAdd("DespillLuminanceAdd", Range(0, 1)) = 0.2
}
SubShader
{
Tags
{
// "RenderPipeline"="HDRenderPipeline"
// "RenderType"="HDUnlitShader"
"Queue" = "Transparent+1"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
cull off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
float4 _KeyColor;
float4 _TintColor;
float _ColorCutoff;
float _ColorFeathering;
float _MaskFeathering;
float _Sharpening;
float _Despill;
float _DespillLuminanceAdd;
// Utility functions -----------
float rgb2y(float3 c)
{
return (0.299*c.r + 0.587*c.g + 0.114*c.b);
}
float rgb2cb(float3 c)
{
return (0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b);
}
float rgb2cr(float3 c)
{
return (0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*c.b);
}
float colorclose(float Cb_p, float Cr_p, float Cb_key, float Cr_key, float tola, float tolb)
{
float temp = (Cb_key-Cb_p)*(Cb_key-Cb_p)+(Cr_key-Cr_p)*(Cr_key-Cr_p);
float tola2 = tola*tola;
float tolb2 = tolb*tolb;
if (temp < tola2) return (0);
if (temp < tolb2) return (temp-tola2)/(tolb2-tola2);
return (1);
}
float maskedTex2D(sampler2D tex, float2 uv)
{
float4 color = tex2D(tex, uv);
// Chroma key to CYK conversion
float key_cb = rgb2cb(_KeyColor.rgb);
float key_cr = rgb2cr(_KeyColor.rgb);
float pix_cb = rgb2cb(color.rgb);
float pix_cr = rgb2cr(color.rgb);
return colorclose(pix_cb, pix_cr, key_cb, key_cr, _ColorCutoff, _ColorFeathering);
}
//-------------------------
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag (v2f i) : SV_Target
{
// Get pixel width
float2 pixelWidth = float2(1.0 / _MainTex_TexelSize.z, 0);
float2 pixelHeight = float2(0, 1.0 / _MainTex_TexelSize.w);
// Unmodified MainTex
float4 color = tex2D(_MainTex, i.uv);
// Unfeathered mask
float mask = maskedTex2D(_MainTex, i.uv);
// Feathering & smoothing
float c = mask;
float r = maskedTex2D(_MainTex, i.uv + pixelWidth);
float l = maskedTex2D(_MainTex, i.uv - pixelWidth);
float d = maskedTex2D(_MainTex, i.uv + pixelHeight);
float u = maskedTex2D(_MainTex, i.uv - pixelHeight);
float rd = maskedTex2D(_MainTex, i.uv + pixelWidth + pixelHeight) * .707;
float dl = maskedTex2D(_MainTex, i.uv - pixelWidth + pixelHeight) * .707;
float lu = maskedTex2D(_MainTex, i.uv - pixelHeight - pixelWidth) * .707;
float ur = maskedTex2D(_MainTex, i.uv + pixelWidth - pixelHeight) * .707;
float blurContribution = (r + l + d + u + rd + dl + lu + ur + c) * 0.12774655;
float smoothedMask = smoothstep(_Sharpening, 1, lerp(c, blurContribution, _MaskFeathering));
float4 result = color * smoothedMask;
// Despill
float v = (2*result.b+result.r)/4;
if(result.g > v) result.g = lerp(result.g, v, _Despill);
float4 dif = (color - result);
float desaturatedDif = rgb2y(dif.xyz);
result += lerp(0, desaturatedDif, _DespillLuminanceAdd);
return float4(result.xyz, smoothedMask) * _TintColor;
}
ENDCG
}
}
}