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Video projector artifact
Hello, I'm trying to emulate a video projector and managed to play video using Unity's original projection shader. now, I get the following artifacts:
All solutions I've found are using masks with setTexture command and I'm not sure how to combine it with unity's projection shader that is using 'Vertex & Fragment program'.
This shader
Shader "Projector/Multiply"
{
Properties
{
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
}
Subshader
{
Tags {"RenderType" = "Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor Zero
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f
{
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
};
float4x4 _Projector;
float4x4 _ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, vertex);
o.uvShadow = mul (_Projector, vertex);
o.uvFalloff = mul (_ProjectorClip, vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
return res * 2;
}
ENDCG
}
}
}
Combined with this:
Shader "MaskedTexture"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Mask ("Culling Mask", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range (0,1)) = 0.1
}
SubShader
{
Tags {"Queue"="Transparent"}
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest GEqual [_Cutoff]
Pass
{
SetTexture [_Mask] {combine texture}
SetTexture [_MainTex] {combine texture, previous}
}
}
}
Thanks!!!
Answer by gilzissu · Aug 15, 2016 at 03:03 PM
Played around with other tutorials and made it!!
In addition to the shader, I created an Alpha-mask texture in the dimension of the video contains 3px gap from the edges.
Here is the shader:
Shader "Projector/Multiply"
{
Properties
{
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
_AlphaTex ("Mask Clamp", 2D) = "" {}
}
Subshader
{
Tags {"RenderType" = "Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor Zero
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f
{
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
};
float4x4 _Projector;
float4x4 _ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, vertex);
o.uvShadow = mul (_Projector, vertex);
o.uvFalloff = mul (_ProjectorClip, vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
sampler2D _AlphaTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 texS2 = tex2Dproj (_AlphaTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
if (texS2.a == 0) {
discard;
}
// Else return the main texture color
return res * 2;
}
ENDCG
}
}
}
Hi !
I've now been searching for days to achieve what you did: projecting a video using unity's projectors
I'am currently on unity 5, but i'ld be glad if you could explain me what you did/used (even briefly) in order to make this work :) !
Not sure if you will see that tho :')
Your answer
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