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Question by hollym16 · Aug 27, 2020 at 10:14 AM · shadershadersvideopassmaintex

How to apply multiple shader effects

I'm trying to learn about shaders but I'm stuck on this issue.

I have a green screen video that I want to key, and then apply a feathered mask to.

I have 2 shaders that work separately but when I merge them, it does both of the effects, but overlaid on one another, as if its 2 video clips.

What I want to achieve is to key the video first and then apply the feather mask to the keyed video.

I have tried to use a Pass to try and render the effect in between, but it doesn't seem to work.

Here is the shader I'm working with:

 Shader "ChromaMask"
 {
     Properties
     {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Alpha ("Alpha", Range(0,1)) = 1
         _MaskTex ("Masking Texture", 2D) = "white"{}
                 _Sens ("Sensibilidad", Range (0,.9)) = .3
                 _Cutoff ("Recorte", Range (0,.9)) = .2
                 _Color ("Chroma", Color) = (0, 1.0, 0)
     }
 
     SubShader
     {
         Tags
         {
             "Queue"="Transparent"
             "IgnoreProjector"="True"
             "RenderType"="Transparent"
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
  
         Cull Off
         Lighting Off
         ColorMask RGBA
         ZWrite Off
         Blend One OneMinusSrcAlpha
  
         Stencil
         {
             Ref 1
             Comp always
             Pass replace
         }
  
         Pass{
             Name "Masking"
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile _ PIXELSNAP_ON
             #include "UnityCG.cginc"
  
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
  
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 half2 texcoord  : TEXCOORD0;
             };
  
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = UnityObjectToClipPos(IN.vertex);
                 OUT.color = IN.color;
                 OUT.texcoord = IN.texcoord;
  
                 return OUT;
             }
  
             sampler2D _MainTex;
             sampler2D _MaskTex;
             Float _Alpha;
  
             fixed4 frag(v2f IN) : SV_Target
             {
                 fixed4 original = tex2D(_MainTex, IN.texcoord);
                 fixed4 masked = tex2D(_MaskTex, IN.texcoord);
                 return fixed4(original.r * masked.a * _Alpha, original.g * masked.a * _Alpha,original.b * masked.a * _Alpha, masked.a * _Alpha);
             }
         ENDCG
         }
 
          CGPROGRAM
                 #pragma surface surf Lambert alpha:blend
  
                 sampler2D _MainTex;
                 float _Cutoff;
                 float _Sens;
                 half3 _Color;
 
                 struct Input {
                         float2 uv_MainTex;
                 };
  
                 void surf (Input IN, inout SurfaceOutput o) {
                         half4 c = tex2D (_MainTex, IN.uv_MainTex);
                         o.Albedo = c.rgb;
                         
                         float aR = abs(c.r - _Color.r) < _Sens ? abs(c.r - _Color.r) : 1;
                         float aG = abs(c.g - _Color.g) < _Sens ? abs(c.g - _Color.g) : 1;
                         float aB = abs(c.b - _Color.b) < _Sens ? abs(c.b - _Color.b) : 1;                        
                         
                         float a = (aR + aG + aB) / 3; 
                         
                         if(a < _Cutoff){
                             o.Alpha = 0;
                         }else{
                             o.Alpha = 1;
                         }       
                 }
                 ENDCG    
     }
     }
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