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@sergiobd
Created June 25, 2018 23:55
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Simplest chroma shader
// 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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