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CoderJackLiu / M_CameraPost
Created August 21, 2023 02:57
M_CameraPost
InUV.y = InUV.y - TopUVOffset;
float2 FGTexUV = InUV;
float2 BGTexUV = InUV;
float2 MGTexUV = InUV;
float2 BGGoodsTexUV = InUV;
float2 Goods1UV = InUV;
float2 Goods2UV = InUV;
float2 LabelTexUV = InUV;
float2 LogoTexUV = InUV;
@CoderJackLiu
CoderJackLiu / FeatherY.usf
Last active June 14, 2022 09:27
Blender:FeatherY
//思路
//1.0 当前像素Alpha值>0
//2.0 横向羽化;
//2.1 做好uv范围限制
//参数需要
//1.羽化像素个数;
//2.图片像素
//图片尺寸
@CoderJackLiu
CoderJackLiu / FeatherX.usf
Created June 14, 2022 09:25
BlenderFeatherX
//思路
//1.0 当前像素Alpha值>0
//2.0 横向羽化;
//2.1 做好uv范围限制
//参数需要
//1.羽化像素个数;
//2.图片像素
//图片尺寸
//圆角
float2 UV = uvs;
float PixelRange = min(min(SizeX/2,SizeY/2),Range);
//当前绘制的像素
float2 CurrentP = float2(UV.x*SizeX,UV.y*SizeY);
//像素坐标参照点
//float2 MiddleP=float2(0.5*SizeX,0.5*SizeY);
@CoderJackLiu
CoderJackLiu / greenscreen.cginc
Created April 21, 2021 12:51 — forked from DarkMio/greenscreen.cginc
Basic Chroma Keying HLSL Shader
float _Tolerance;
float _Threshold;
// Color Space Conversions can be found here:
// http://www.poynton.com/PDFs/coloureq.pdf
// http://dougkerr.net/Pumpkin/articles/CIE_XYZ.pdf
// cn -> color normalization
float cnRGB2XYZ(float val) {
if(val > 0.04045) {
return pow((val + 0.055) / 1.055, 2.4);
}