Greenscreen adjsutments
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This commit is contained in:
2026-05-08 16:11:43 +10:00
parent 0831e18c2d
commit 6d5a606107
3 changed files with 262 additions and 32 deletions

View File

@@ -1,7 +1,7 @@
{
"id": "greenscreen-key",
"name": "Greenscreen Key",
"description": "Keys out a green screen background and outputs transparent alpha for compositing.",
"description": "Production-style green/blue screen keyer with matte refinement, despill, edge treatment, and debug views.",
"category": "Keying",
"entryPoint": "shadeVideo",
"parameters": [
@@ -16,7 +16,7 @@
},
{
"id": "threshold",
"label": "Threshold",
"label": "Screen Gain",
"type": "float",
"default": 0.24,
"min": 0.01,
@@ -27,20 +27,29 @@
"id": "softness",
"label": "Softness",
"type": "float",
"default": 0.12,
"default": 0.16,
"min": 0.001,
"max": 0.5,
"step": 0.005
},
{
"id": "edgeSoftness",
"label": "Edge Softness",
"id": "screenBalance",
"label": "Screen Balance",
"type": "float",
"default": 0.08,
"default": 0.5,
"min": 0.0,
"max": 0.4,
"max": 1.0,
"step": 0.005
},
{
"id": "screenPreBlur",
"label": "Screen PreBlur",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 8.0,
"step": 0.1
},
{
"id": "erodeDilate",
"label": "Erode/Dilate",
@@ -50,6 +59,51 @@
"max": 0.3,
"step": 0.005
},
{
"id": "matteBlur",
"label": "Matte Blur",
"type": "float",
"default": 1.25,
"min": 0.0,
"max": 6.0,
"step": 0.1
},
{
"id": "matteGamma",
"label": "Matte Gamma",
"type": "float",
"default": 1.0,
"min": 0.25,
"max": 4.0,
"step": 0.01
},
{
"id": "matteContrast",
"label": "Matte Contrast",
"type": "float",
"default": 1.0,
"min": 0.25,
"max": 4.0,
"step": 0.01
},
{
"id": "blackCleanup",
"label": "Black Cleanup",
"type": "float",
"default": 0.0,
"min": 0.0,
"max": 1.0,
"step": 0.005
},
{
"id": "whiteCleanup",
"label": "White Cleanup",
"type": "float",
"default": 0.0,
"min": 0.0,
"max": 1.0,
"step": 0.005
},
{
"id": "despill",
"label": "Despill",
@@ -60,14 +114,41 @@
"step": 0.01
},
{
"id": "edgeBoost",
"label": "Edge Boost",
"id": "despillBias",
"label": "Despill Bias",
"type": "float",
"default": 0.08,
"min": -0.2,
"max": 0.3,
"default": 0.0,
"min": -0.5,
"max": 0.5,
"step": 0.005
},
{
"id": "spillTint",
"label": "Spill Tint",
"type": "color",
"default": [1.0, 1.0, 1.0, 1.0],
"min": [0.0, 0.0, 0.0, 0.0],
"max": [1.0, 1.0, 1.0, 1.0],
"step": [0.01, 0.01, 0.01, 0.01]
},
{
"id": "edgeRecover",
"label": "Edge Recover",
"type": "float",
"default": 0.18,
"min": 0.0,
"max": 1.0,
"step": 0.005
},
{
"id": "edgeColor",
"label": "Edge Color",
"type": "color",
"default": [1.0, 1.0, 1.0, 1.0],
"min": [0.0, 0.0, 0.0, 0.0],
"max": [1.0, 1.0, 1.0, 1.0],
"step": [0.01, 0.01, 0.01, 0.01]
},
{
"id": "clipBlack",
"label": "Clip Black",
@@ -85,6 +166,19 @@
"min": 0.5,
"max": 1.0,
"step": 0.005
},
{
"id": "viewMode",
"label": "View",
"type": "enum",
"default": "composite",
"options": [
{ "value": "composite", "label": "Composite" },
{ "value": "matte", "label": "Matte" },
{ "value": "spill", "label": "Spill" },
{ "value": "despill", "label": "Despill" },
{ "value": "status", "label": "Status" }
]
}
]
}

View File

@@ -9,31 +9,167 @@ float luma709(float3 color)
return dot(color, float3(0.2126, 0.7152, 0.0722));
}
float2 chroma709(float3 color)
{
float y = luma709(color);
return float2((color.b - y) * 0.5647, (color.r - y) * 0.7132);
}
float3 matteSampleColor(float2 uv, ShaderContext context)
{
float2 pixel = 1.0 / max(context.outputResolution, float2(1.0, 1.0));
float blur = max(screenPreBlur, 0.0);
float3 center = saturate(sampleVideo(saturate(uv)).rgb);
if (blur <= 0.0001)
return center;
float2 radius = pixel * blur;
float3 color = center * 0.36;
color += saturate(sampleVideo(saturate(uv + float2(radius.x, 0.0))).rgb) * 0.16;
color += saturate(sampleVideo(saturate(uv - float2(radius.x, 0.0))).rgb) * 0.16;
color += saturate(sampleVideo(saturate(uv + float2(0.0, radius.y))).rgb) * 0.16;
color += saturate(sampleVideo(saturate(uv - float2(0.0, radius.y))).rgb) * 0.16;
return color;
}
float keyDistanceAt(float2 uv, ShaderContext context)
{
float3 color = matteSampleColor(uv, context);
float3 keyColor = saturate(screenColor.rgb);
float chromaDistance = distance(chroma709(color), chroma709(keyColor)) * 2.65;
float directionDistance = length(safeNormalize(max(color, float3(0.0001, 0.0001, 0.0001))) - safeNormalize(max(keyColor, float3(0.0001, 0.0001, 0.0001)))) * 0.55;
return lerp(directionDistance, chromaDistance, saturate(screenBalance));
}
float rawAlphaAt(float2 uv, ShaderContext context)
{
float keyDistance = keyDistanceAt(uv, context);
float matteCenter = threshold + erodeDilate;
float matteFeather = max(softness, 0.0005);
float alpha = smoothstep(matteCenter - matteFeather, matteCenter + matteFeather, keyDistance);
return saturate(alpha);
}
float refinedAlphaAt(float2 uv, ShaderContext context)
{
float2 pixel = 1.0 / max(context.outputResolution, float2(1.0, 1.0));
float blur = max(matteBlur, 0.0);
float aaRadius = max(blur, 0.65);
float centerAlpha = rawAlphaAt(uv, context);
float alpha = centerAlpha * 0.30;
if (aaRadius > 0.0001)
{
float2 radius = pixel * aaRadius;
float2 halfRadius = radius * 0.5;
float alphaMin = centerAlpha;
float alphaMax = centerAlpha;
float sampleAlpha = rawAlphaAt(uv + float2(halfRadius.x, 0.0), context);
alpha += sampleAlpha * 0.065;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv - float2(halfRadius.x, 0.0), context);
alpha += sampleAlpha * 0.065;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv + float2(0.0, halfRadius.y), context);
alpha += sampleAlpha * 0.065;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv - float2(0.0, halfRadius.y), context);
alpha += sampleAlpha * 0.065;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv + float2(radius.x, 0.0), context);
alpha += sampleAlpha * 0.06;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv - float2(radius.x, 0.0), context);
alpha += sampleAlpha * 0.06;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv + float2(0.0, radius.y), context);
alpha += sampleAlpha * 0.06;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv - float2(0.0, radius.y), context);
alpha += sampleAlpha * 0.06;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv + radius, context);
alpha += sampleAlpha * 0.05;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv - radius, context);
alpha += sampleAlpha * 0.05;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv + float2(radius.x, -radius.y), context);
alpha += sampleAlpha * 0.05;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
sampleAlpha = rawAlphaAt(uv + float2(-radius.x, radius.y), context);
alpha += sampleAlpha * 0.05;
alphaMin = min(alphaMin, sampleAlpha);
alphaMax = max(alphaMax, sampleAlpha);
alpha = lerp(alpha, alphaMin, saturate(blackCleanup));
alpha = lerp(alpha, alphaMax, saturate(whiteCleanup));
}
else
{
alpha = rawAlphaAt(uv, context);
}
alpha = saturate((alpha - clipBlack) / max(clipWhite - clipBlack, 0.0001));
alpha = saturate((alpha - 0.5) * max(matteContrast, 0.0001) + 0.5);
alpha = pow(max(alpha, 0.0), max(matteGamma, 0.0001));
return saturate(alpha);
}
float spillAmountForColor(float3 color)
{
float3 keyColor = saturate(screenColor.rgb);
float keyComponent = dot(color, safeNormalize(max(keyColor, float3(0.0001, 0.0001, 0.0001))));
float opposingComponent = max(max(color.r * (1.0 - keyColor.r), color.g * (1.0 - keyColor.g)), color.b * (1.0 - keyColor.b));
return saturate(keyComponent - opposingComponent + despillBias);
}
float3 despillColor(float3 color, float alpha)
{
float3 keyColor = safeNormalize(max(screenColor.rgb, float3(0.0001, 0.0001, 0.0001)));
float spill = spillAmountForColor(color) * despill * (1.0 - alpha * 0.35);
float neutral = luma709(color);
float3 neutralized = color - keyColor * spill;
neutralized = max(neutralized, float3(0.0, 0.0, 0.0));
neutralized = lerp(neutralized, float3(neutral, neutral, neutral), spill * 0.18);
neutralized = lerp(neutralized, neutralized * saturate(spillTint.rgb), saturate(spill));
return saturate(neutralized);
}
float4 shadeVideo(ShaderContext context)
{
float4 src = context.sourceColor;
float3 color = saturate(src.rgb);
float alpha = refinedAlphaAt(context.uv, context);
float spill = spillAmountForColor(color);
float3 despilled = despillColor(color, alpha);
float3 keyColor = safeNormalize(max(screenColor.rgb, float3(0.0001, 0.0001, 0.0001)));
float3 sampleColor = safeNormalize(max(color, float3(0.0001, 0.0001, 0.0001)));
float edgeAmount = saturate(1.0 - abs(alpha * 2.0 - 1.0));
despilled = lerp(despilled, despilled * saturate(edgeColor.rgb), edgeAmount * saturate(edgeRecover));
alpha = saturate(lerp(alpha, rawAlphaAt(context.uv, context), edgeAmount * saturate(edgeRecover) * 0.35));
float chromaDistance = length(sampleColor - keyColor);
float matteCenter = threshold - erodeDilate;
float matteFeather = max(softness + edgeSoftness, 0.0005);
float alpha = smoothstep(matteCenter - matteFeather, matteCenter + matteFeather, chromaDistance);
alpha = saturate((alpha - clipBlack) / max(clipWhite - clipBlack, 0.0001));
alpha = saturate(alpha + edgeBoost);
float greenExcess = max(0.0, color.g - max(color.r, color.b));
float spillReduction = greenExcess * despill;
float3 despilled = color;
despilled.g = max(0.0, despilled.g - spillReduction);
float neutral = luma709(despilled);
despilled.rb += spillReduction * 0.25;
despilled = lerp(float3(neutral, neutral, neutral), despilled, 0.92);
if (viewMode == 1)
return float4(alpha, alpha, alpha, 1.0);
if (viewMode == 2)
return float4(spill, spill * 0.55, 0.0, 1.0);
if (viewMode == 3)
return float4(despilled, 1.0);
if (viewMode == 4)
{
float rawAlpha = rawAlphaAt(context.uv, context);
return float4(rawAlpha, alpha, spill, 1.0);
}
float3 premultiplied = saturate(despilled) * alpha;
return float4(premultiplied, alpha);