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2023-03-12 20:34:16 +00:00

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