Commands/Shaders/Get-OBSBackgroundRemovalShader.ps1
function Get-OBSBackgroundRemovalShader { [Alias('Set-OBSBackgroundRemovalShader','Add-OBSBackgroundRemovalShader')] param( # Set the ViewProj of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('ViewProj')] [Single[][]] $ViewProj, # Set the image of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('image')] [String] $Image, # Set the elapsed_time of OBSBackgroundRemovalShader [Alias('elapsed_time')] [ComponentModel.DefaultBindingProperty('elapsed_time')] [Single] $ElapsedTime, # Set the uv_offset of OBSBackgroundRemovalShader [Alias('uv_offset')] [ComponentModel.DefaultBindingProperty('uv_offset')] [Single[]] $UvOffset, # Set the uv_scale of OBSBackgroundRemovalShader [Alias('uv_scale')] [ComponentModel.DefaultBindingProperty('uv_scale')] [Single[]] $UvScale, # Set the uv_pixel_interval of OBSBackgroundRemovalShader [Alias('uv_pixel_interval')] [ComponentModel.DefaultBindingProperty('uv_pixel_interval')] [Single[]] $UvPixelInterval, # Set the rand_f of OBSBackgroundRemovalShader [Alias('rand_f')] [ComponentModel.DefaultBindingProperty('rand_f')] [Single] $RandF, # Set the uv_size of OBSBackgroundRemovalShader [Alias('uv_size')] [ComponentModel.DefaultBindingProperty('uv_size')] [Single[]] $UvSize, # Set the notes of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('notes')] [String] $Notes, # Set the target of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('target')] [String] $Target, # Set the color of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('color')] [String] $Color, # Set the opacity of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('opacity')] [Single] $Opacity, # Set the invert of OBSBackgroundRemovalShader [ComponentModel.DefaultBindingProperty('invert')] [Management.Automation.SwitchParameter] $Invert, # Set the Convert_709to601 of OBSBackgroundRemovalShader [Alias('Convert_709to601')] [ComponentModel.DefaultBindingProperty('Convert_709to601')] [Management.Automation.SwitchParameter] $Convert709to601, # Set the Convert_601to709 of OBSBackgroundRemovalShader [Alias('Convert_601to709')] [ComponentModel.DefaultBindingProperty('Convert_601to709')] [Management.Automation.SwitchParameter] $Convert601to709, # The name of the source. This must be provided when adding an item for the first time [Parameter(ValueFromPipelineByPropertyName)] [Alias('SceneItemName')] [String] $SourceName, # The name of the filter. If this is not provided, this will default to the shader name. [Parameter(ValueFromPipelineByPropertyName)] [String] $FilterName, # The inline value of the shader. This will normally be provided as a default parameter, based off of the name. [Alias('ShaderContent')] [String] $ShaderText, # If set, will force the recreation of a shader that already exists [Management.Automation.SwitchParameter] $Force, # If set, will pass thru the commands that would be sent to OBS (these can be sent at any time with Send-OBS) [Management.Automation.SwitchParameter] $PassThru, # If set, will not wait for a response from OBS (this will be faster, but will not return anything) [Management.Automation.SwitchParameter] $NoResponse, # If set, use the shader elapsed time, instead of the OBS system elapsed time [ComponentModel.DefaultBindingProperty('use_shader_elapsed_time')] [Management.Automation.SwitchParameter] $UseShaderTime ) process { $shaderName = 'background_removal' $ShaderNoun = 'OBSBackgroundRemovalShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // background removal effect By Charles Fettinger (https://github.com/Oncorporation) 4/2019 //Converted to OpenGL by Exeldro February 19, 2022 uniform float4x4 ViewProj; uniform texture2d image; uniform float elapsed_time; uniform float2 uv_offset; uniform float2 uv_scale; uniform float2 uv_pixel_interval; uniform float rand_f; uniform float2 uv_size; uniform string notes = "Opacity between 10 and 20 works. Adjust `Color` from white to fix environmental changes.\r\r\nUsage:\r\n1) Disable `Auto` settings like focus, white balance, etc.\r\n2) Take a video of just the background. \r\n3) Take a frame and use it as the background image. Windows Snipping Tool (%windir%\\system32\\SnippingTool.exe). \r\r\nThis eliminates differences based upon camera/video settings."; uniform texture2d target; uniform float4 color; uniform float opacity = 15.0; uniform bool invert; uniform bool Convert_709to601; uniform bool Convert_601to709; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertDataIn { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertDataOut { float4 pos : POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; }; float dot(float3 a,float3 b){ return a.x*b.x+a.y*b.y+a.z*b.z; } //BT.601 to BT.709 // Correct video colorspace BT.601 [SD] to BT.709 [HD] for HD video input // Use this shader only if BT.709 [HD] encoded video is incorrectly matrixed to full range RGB with the BT.601 [SD] colorspace. float4 Convert601to709(float4 rgba) { float3 s1 = rgba.rgb; s1 = s1.rrr * float3(0.299, -0.1495 / 0.886, 0.5) + s1.ggg * float3(0.587, -0.2935 / 0.886, -0.2935 / 0.701) + s1.bbb * float3(0.114, 0.5, -0.057 / 0.701); // RGB to Y''CbCr, BT.601 [SD] colorspace return (s1.rrr + float3(0, -0.1674679 / 0.894, 1.8556) * s1.ggg + float3(1.5748, -0.4185031 / 0.894, 0) * s1.bbb).rgbb; // Y''CbCr to RGB output, BT.709 [HD] colorspace } //BT.709 to BT.601 float4 Convert709to601(float4 rgba) { float3 s1 = rgba.rgb; s1 = float3(dot(float3(.2126, .7152, .0722), s1), dot(float3(-.1063 / .9278, -.3576 / .9278, .5), s1), dot(float3(.5, -.3576 / .7874, -.0361 / .7874), s1)); return float3(s1.x + 1.402*s1.z, dot(s1, float3(1, -.202008 / .587, -.419198 / .587)), s1.x + 1.772*s1.y).rgbb; } VertDataOut VSDefault(VertDataIn v_in) { VertDataOut vert_out; vert_out.pos = mul(float4(v_in.pos.x, v_in.pos.y, v_in.pos.z, 1.0), ViewProj); vert_out.uv = v_in.uv; vert_out.uv2 = v_in.uv * uv_scale + uv_offset; return vert_out; } float4 PSColorMaskRGBA(VertDataOut v_in) : TARGET { float Tolerance = opacity * 0.01; float4 rgba = image.Sample(textureSampler, v_in.uv); float4 targetRGB = target.Sample(textureSampler, v_in.uv2) * color; if (invert){ targetRGB.rgb = 1.0 - targetRGB.rgb; } if (Convert_709to601) { rgba.rgb = Convert709to601(rgba).rgb; targetRGB.rgb = Convert709to601(targetRGB).rgb; } if (Convert_601to709) { rgba.rgb = Convert601to709(rgba).rgb; targetRGB.rbg = Convert601to709(targetRGB).rgb; } float4 shadowRGB = targetRGB * targetRGB; if ((abs(targetRGB.r - rgba.r) <= Tolerance && abs(targetRGB.g - rgba.g) <= Tolerance && abs(targetRGB.b - rgba.b) <= Tolerance) || (abs(shadowRGB.r - rgba.r) <= Tolerance && abs(shadowRGB.g - rgba.g) <= Tolerance && abs(shadowRGB.b - rgba.b) <= Tolerance)) { rgba.rgba = float4(0,0,0,0); } return rgba; } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSColorMaskRGBA(v_in); } } ' } $MyVerb, $myNoun = $MyInvocation.InvocationName -split '-',2 if (-not $myNoun) { $myNoun = $myVerb $myVerb = 'Get' } switch -regex ($myVerb) { Get { $FilterNamePattern = "(?>$( if ($FilterName) { [Regex]::Escape($FilterName) } else { [Regex]::Escape($ShaderNoun -replace '^OBS' -replace 'Shader$'),[Regex]::Escape($shaderName) -join '|' } ))" if ($SourceName) { Get-OBSInput | Where-Object InputName -eq $SourceName | Get-OBSSourceFilterList | Where-Object FilterName -Match $FilterNamePattern } else { $obs.Inputs | Get-OBSSourceFilterList | Where-Object FilterName -Match $FilterNamePattern } } 'Remove' { if ($SourceName) { Get-OBSInput | Where-Object InputName -eq $SourceName | Get-OBSSourceFilterList | Where-Object FilterName -Match $FilterNamePattern | Remove-OBSSourceFilter } } '(?>Add|Set)' { $ShaderSettings = [Ordered]@{} :nextParameter foreach ($parameterMetadata in $MyInvocation.MyCommand.Parameters[@($psBoundParameters.Keys)]) { foreach ($parameterAttribute in $parameterMetadata.Attributes) { if ($parameterAttribute -isnot [ComponentModel.DefaultBindingPropertyAttribute]) { continue } $ShaderSettings[$parameterAttribute.Name] = $PSBoundParameters[$parameterMetadata.Name] if ($ShaderSettings[$parameterAttribute.Name] -is [switch]) { $ShaderSettings[$parameterAttribute.Name] = $ShaderSettings[$parameterAttribute.Name] -as [bool] } continue nextParameter } } if (-not $PSBoundParameters['FilterName']) { $filterName = $PSBoundParameters['FilterName'] = $shaderName } $ShaderFilterSplat = [Ordered]@{ ShaderSetting = $ShaderSettings FilterName = $FilterName SourceName = $SourceName } foreach ($CarryOnParameter in "PassThru", "NoResponse","Force") { if ($PSBoundParameters.ContainsKey($CarryOnParameter)) { $ShaderFilterSplat[$CarryOnParameter] = $PSBoundParameters[$CarryOnParameter] } } if (-not $script:CachedShaderFilesFromCommand) { $script:CachedShaderFilesFromCommand = @{} } if ($Home -and -not $script:CachedShaderFilesFromCommand[$shaderName]) { $MyObsPowerShellPath = Join-Path $home ".obs-powershell" $ThisShaderPath = Join-Path $MyObsPowerShellPath "$shaderName.shader" $shaderText | Set-Content -LiteralPath $ThisShaderPath $script:CachedShaderFilesFromCommand[$shaderName] = Get-Item -LiteralPath $ThisShaderPath } if ($script:CachedShaderFilesFromCommand[$shaderName]) { $ShaderFilterSplat.ShaderFile = $script:CachedShaderFilesFromCommand[$shaderName].FullName } else { $ShaderFilterSplat.ShaderText = $shaderText } if ($myVerb -eq 'Add') { Add-OBSShaderFilter @ShaderFilterSplat } else { Set-OBSShaderFilter @ShaderFilterSplat } } } } } |