YVU视频曝光解决

使用POW解决曝光问题

Shader "Video/YUV"
{
    Properties
    {
        VideoTexY("Image Y", 2D) = "white" {}
        VideoTexU("Image U", 2D) = "white" {}
        VideoTexV("Image V", 2D) = "white" {}
    }

    SubShader
    {
        Cull Off ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D VideoTexY;
            sampler2D VideoTexU;
            sampler2D VideoTexV;

            fixed4 frag(v2f i) : SV_Target
            {
                half2 uv = i.uv;
                uv.y = 1 - uv.y;
                half y = tex2D(VideoTexY, uv).a;

                uv = i.uv;
                uv.y = 1 - uv.y;
                half u = tex2D(VideoTexU, uv).a;

                uv = i.uv;
                uv.y = 1 - uv.y;
                half v = tex2D(VideoTexV, uv).a;

                float r = y + 1.370705 * (v - 0.5);
                float g = y - 0.698001 * (v - 0.5) - 0.337633 * (u - 0.5);
                float b = y + 1.732446 * (u - 0.5);
				r = clamp(r,0,1.0);
				g = clamp(g,0,1.0);
				b = clamp(b,0,1.0);
				
				//解决曝光问题
				r = pow(r, 2.2);
				g = pow(g, 2.2);
				b = pow(b, 2.2);

                return fixed4(r,g,b,1);
            }
            ENDCG
        }
    }
}
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