76 lines
2.0 KiB
Plaintext
76 lines
2.0 KiB
Plaintext
Shader "Unlit/MediaPipe/Mask Shader"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "" {}
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_MaskTex ("Mask Texture", 2D) = "blue" {}
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_Width ("Mask Width", Int) = 0
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_Height ("Mask Height", Int) = 0
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_Threshold ("Threshold", Range(0.0, 1.0)) = 0.9
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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sampler2D _MaskTex;
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int _Width;
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int _Height;
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float _Threshold;
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uniform StructuredBuffer<float> _MaskBuffer;
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 mainCol = tex2D(_MainTex, i.uv);
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fixed4 maskCol = tex2D(_MaskTex, i.uv);
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int idx = int(i.uv.y * _Height) * _Width + int(i.uv.x * _Width);
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float mask = _MaskBuffer[idx];
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fixed4 col = lerp(mainCol, lerp(mainCol, maskCol, mask), step(_Threshold, mask));
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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