Created
June 25, 2018 23:55
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Simplest chroma shader
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// Simple chroma shader. Will remove colors whose RGB values lie in the range of [_ColorInf, _ColorSup] | |
// This is a surface shader. It assumes you are interested in having a lit video, that (possibly) lives in world space. | |
Shader "Custom/ChromaShader" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_ColorInf ("Color Inf", Color) = (1,1,1,1) | |
_ColorSup ("Color Sup", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
fixed4 _ColorInf; | |
fixed4 _ColorSup; | |
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. | |
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. | |
// #pragma instancing_options assumeuniformscaling | |
UNITY_INSTANCING_CBUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_CBUFFER_END | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
// Albedo comes from a texture tinted by color | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
// Clipping | |
clip( -1 *( c.r > _ColorInf.r) * ( c.r < _ColorSup.r) * | |
( c.g > _ColorInf.g) * ( c.g < _ColorSup.g ) * | |
( c.b > _ColorInf.b) * ( c.b < _ColorSup.b ) ); | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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