推送Ai漏掉的文件

This commit is contained in:
evan.liu 2026-10-03 10:12:38 +08:00
parent 12764a1a22
commit 054bef361c
3 changed files with 1093 additions and 29 deletions

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@ -0,0 +1,406 @@
-- HUD Overlay Black-Key Script for OBS (separate Create / Update buttons)
-- Black-to-transparent keying: black pixels become fully transparent, brightness is used as alpha
-- Principle: alpha = max(R, G, B); pure black -> alpha 0 (transparent), the brighter the pixel the more opaque
-- For a "pure green on pure black" HUD this is simpler and more stable than greenness keying:
-- no green judgment at all, so anti-aliased edges and dim segments key out naturally.
-- Requires: obs-shaderfilter plugin (installed)
-- Install: OBS -> Tools -> Scripts -> + -> select this file -> pick a mode
-- "Create Scene" : builds the scene from scratch (deletes and recreates both media sources)
-- "Update Scene" : updates the existing scene in place (video paths, color, keying parameters)
obs = obslua
local SETTING_FRONT_PATH = "front_path"
local SETTING_BACK_PATH = "back_path"
local SETTING_COLOR = "hud_color" -- preset color index (1 = keep original green)
local SETTING_BLACK_LOW = "black_low"
local SETTING_GAIN = "alpha_gain"
local SETTING_OPACITY = "opacity"
local SCENE_NAME = "HUD Overlay Black Key"
local FRONT_NAME = "HUD - Front BlackKey"
local BACK_NAME = "Center IG - Back BlackKey"
local FILTER_NAME = "Black Key"
-- Preset colors; index 1 keeps the original green from the video
local COLOR_PRESETS = {
{ name = "Keep original color (video green)", r = 0.0, g = 1.0, b = 0.0, original = true },
{ name = "Red (recommended, complementary to teal)", r = 1.0, g = 0.0, b = 0.0, original = false },
{ name = "Magenta", r = 1.0, g = 0.0, b = 1.0, original = false },
{ name = "Orange", r = 1.0, g = 0.5, b = 0.0, original = false },
{ name = "Yellow", r = 1.0, g = 1.0, b = 0.0, original = false },
{ name = "White", r = 1.0, g = 1.0, b = 1.0, original = false },
{ name = "Bright green (neon green)", r = 0.25, g = 1.0, b = 0.1, original = false },
}
local front_path = ""
local back_path = ""
local color_index = 1
local black_low = 0.0
local alpha_gain = 1.0
local opacity = 1.0
local fit_retries = 0
-- Black-to-transparent keying shader:
-- k = max(R, G, B); black -> 0, pure green -> 1.0
-- alpha = rescale k above black_low, then apply gain; soft alpha preserves anti-aliased edges
-- Output is premultiplied: either the original pixel color or the specified HUD color
local SHADER_TEXT = [==[
uniform float black_low <
string label = "Black threshold";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 0.5;
float step = 0.001;
> = 0.0;
uniform float alpha_gain <
string label = "Alpha gain";
string widget_type = "slider";
float minimum = 0.5;
float maximum = 4.0;
float step = 0.01;
> = 1.0;
uniform bool use_original <
string label = "Keep original color";
> = true;
uniform float hud_r <
string label = "HUD color R";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.0;
uniform float hud_g <
string label = "HUD color G";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 1.0;
uniform float hud_b <
string label = "HUD color B";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.0;
uniform float opacity <
string label = "Opacity";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 1.0;
float4 mainImage(VertData v_in) : TARGET
{
float4 px = image.Sample(textureSampler, v_in.uv);
// The OBS filter chain input is premultiplied; un-premultiply first (media sources have alpha=1, so usually no effect)
px.rgb *= (px.a > 0.0) ? (1.0 / px.a) : 0.0;
// Brightness key: max channel is 0 for black, 1.0 for pure green
float k = max(px.r, max(px.g, px.b));
// Everything below black_low is fully transparent; rescale the rest back to [0, 1]
float a = clamp((k - black_low) / max(1.0 - black_low, 0.001), 0.0, 1.0);
a = clamp(a * alpha_gain, 0.0, 1.0) * opacity;
float3 col = use_original ? px.rgb : float3(hud_r, hud_g, hud_b);
// Premultiplied output: color x alpha
return float4(col * a, a);
}
]==]
------------------------------------------------------------
-- Utility functions
------------------------------------------------------------
local function remove_source_by_name(name)
local s = obs.obs_get_source_by_name(name)
if s ~= nil then
obs.obs_source_remove(s)
obs.obs_source_release(s)
end
end
local function create_media_source(name, path)
local s = obs.obs_data_create()
obs.obs_data_set_string(s, "local_file", path)
obs.obs_data_set_bool(s, "is_local_file", true)
obs.obs_data_set_bool(s, "looping", true)
obs.obs_data_set_bool(s, "restart_on_activate", true)
obs.obs_data_set_bool(s, "close_when_inactive", false)
local src = obs.obs_source_create("ffmpeg_source", name, s, nil)
obs.obs_data_release(s)
return src
end
-- Point an existing media source at a new file without recreating it
local function update_media_source_path(src, path)
local s = obs.obs_source_get_settings(src)
obs.obs_data_set_string(s, "local_file", path)
obs.obs_source_update(src, s)
obs.obs_data_release(s)
end
local function apply_key_filter(src)
local old = obs.obs_source_get_filter_by_name(src, FILTER_NAME)
if old ~= nil then
obs.obs_source_filter_remove(src, old)
obs.obs_source_release(old)
end
local preset = COLOR_PRESETS[color_index] or COLOR_PRESETS[1]
local fs = obs.obs_data_create()
obs.obs_data_set_bool(fs, "from_file", false)
obs.obs_data_set_string(fs, "shader_text", SHADER_TEXT)
obs.obs_data_set_double(fs, "black_low", black_low)
obs.obs_data_set_double(fs, "alpha_gain", alpha_gain)
obs.obs_data_set_bool(fs, "use_original", preset.original)
obs.obs_data_set_double(fs, "hud_r", preset.r)
obs.obs_data_set_double(fs, "hud_g", preset.g)
obs.obs_data_set_double(fs, "hud_b", preset.b)
obs.obs_data_set_double(fs, "opacity", opacity)
-- First check whether the obs-shaderfilter plugin is loaded
if obs.obs_source_get_display_name("shader_filter") == nil then
obs.obs_data_release(fs)
obs.script_log(obs.LOG_WARNING,
"HUD Overlay Black Key: obs-shaderfilter plugin not detected; keying was not applied. Please fully quit OBS (including the system tray) and restart it.")
return
end
local f = obs.obs_source_create("shader_filter", FILTER_NAME, fs, nil)
obs.obs_data_release(fs)
if f ~= nil then
obs.obs_source_filter_add(src, f)
obs.obs_source_release(f)
end
end
local function fit_items_to_canvas()
local vi = obs.obs_video_info()
if obs.obs_get_video_info(vi) == false then
return false
end
local cw, ch = vi.base_width, vi.base_height
local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
if scene_src == nil then
return false
end
local scene = obs.obs_scene_from_source(scene_src)
local items = obs.obs_scene_enum_items(scene)
local all_ready = true
for _, item in ipairs(items) do
local s = obs.obs_sceneitem_get_source(item)
local w = obs.obs_source_get_width(s)
local h = obs.obs_source_get_height(s)
if w > 0 and h > 0 then
local scale = math.min(cw / w, ch / h)
local sc = obs.vec2()
sc.x = scale
sc.y = scale
obs.obs_sceneitem_set_scale(item, sc)
local pos = obs.vec2()
pos.x = (cw - w * scale) / 2
pos.y = (ch - h * scale) / 2
obs.obs_sceneitem_set_pos(item, pos)
-- Use Lanczos when upscaling line-art footage; sharper than the default bilinear
if obs.obs_sceneitem_set_scale_filter ~= nil then
obs.obs_sceneitem_set_scale_filter(item, obs.OBS_SCALE_LANCZOS or 4)
end
else
all_ready = false
end
end
obs.sceneitem_list_release(items)
obs.obs_source_release(scene_src)
return all_ready
end
local function fit_retry()
fit_retries = fit_retries - 1
if fit_items_to_canvas() or fit_retries <= 0 then
obs.timer_remove(fit_retry)
end
end
local function schedule_fit()
fit_retries = 10
obs.timer_remove(fit_retry)
obs.timer_add(fit_retry, 500)
end
------------------------------------------------------------
-- Create scene (from scratch)
------------------------------------------------------------
local function create_scene()
if front_path == "" or back_path == "" then
obs.script_log(obs.LOG_WARNING, "HUD Overlay Black Key: please set the foreground and background video paths first")
return
end
local scene = nil
local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
if scene_src ~= nil then
scene = obs.obs_scene_from_source(scene_src)
else
scene = obs.obs_scene_create(SCENE_NAME)
scene_src = obs.obs_scene_get_source(scene)
end
remove_source_by_name(FRONT_NAME)
remove_source_by_name(BACK_NAME)
local back = create_media_source(BACK_NAME, back_path)
obs.obs_scene_add(scene, back)
local front = create_media_source(FRONT_NAME, front_path)
apply_key_filter(front)
obs.obs_scene_add(scene, front)
obs.obs_source_release(back)
obs.obs_source_release(front)
obs.obs_frontend_set_current_scene(scene_src)
obs.obs_source_release(scene_src)
schedule_fit()
obs.script_log(obs.LOG_INFO, "HUD Overlay Black Key: scene created, symbol color = " ..
(COLOR_PRESETS[color_index] or COLOR_PRESETS[1]).name)
end
------------------------------------------------------------
-- Update scene (in place, without recreating sources)
------------------------------------------------------------
local function update_scene()
if front_path == "" or back_path == "" then
obs.script_log(obs.LOG_WARNING, "HUD Overlay Black Key: please set the foreground and background video paths first")
return
end
local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
if scene_src == nil then
obs.script_log(obs.LOG_WARNING,
"HUD Overlay Black Key: scene \"" .. SCENE_NAME .. "\" does not exist yet; please use \"Create Scene\" first")
return
end
local back = obs.obs_get_source_by_name(BACK_NAME)
local front = obs.obs_get_source_by_name(FRONT_NAME)
if back == nil or front == nil then
if back ~= nil then obs.obs_source_release(back) end
if front ~= nil then obs.obs_source_release(front) end
obs.obs_source_release(scene_src)
obs.script_log(obs.LOG_WARNING,
"HUD Overlay Black Key: media sources are missing; please use \"Create Scene\" to rebuild the scene")
return
end
-- Update video files in place
update_media_source_path(back, back_path)
update_media_source_path(front, front_path)
-- Re-apply the keying filter with the current color / keying parameters
apply_key_filter(front)
obs.obs_source_release(back)
obs.obs_source_release(front)
obs.obs_frontend_set_current_scene(scene_src)
obs.obs_source_release(scene_src)
schedule_fit()
obs.script_log(obs.LOG_INFO, "HUD Overlay Black Key: scene updated, symbol color = " ..
(COLOR_PRESETS[color_index] or COLOR_PRESETS[1]).name)
end
local function on_create_clicked(props, p)
create_scene()
return true
end
local function on_update_clicked(props, p)
update_scene()
return true
end
------------------------------------------------------------
-- Script UI and settings
------------------------------------------------------------
function script_description()
return "Black-to-transparent keying: black pixels become fully transparent; pixel brightness (max of R/G/B) is used as alpha.\n" ..
"For a 'pure green on pure black' HUD this is simpler and more stable than greenness keying; edges and dim segments key out naturally.\n" ..
"\"Create Scene\": builds the scene from scratch (deletes and recreates both media sources).\n" ..
"\"Update Scene\": updates the existing scene in place (video paths, symbol color, keying parameters).\n" ..
"The filter panel also has Black threshold / Alpha gain / HUD color sliders for fine-tuning."
end
function script_properties()
local props = obs.obs_properties_create()
obs.obs_properties_add_path(props, SETTING_FRONT_PATH,
"Foreground video (HUD, green symbols on black)", obs.OBS_PATH_FILE,
"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
obs.obs_properties_add_path(props, SETTING_BACK_PATH,
"Background video (bottom layer)", obs.OBS_PATH_FILE,
"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
local clist = obs.obs_properties_add_list(props, SETTING_COLOR,
"Symbol color", obs.OBS_COMBO_TYPE_LIST, obs.OBS_COMBO_FORMAT_INT)
for i, c in ipairs(COLOR_PRESETS) do
obs.obs_property_list_add_int(clist, c.name, i)
end
obs.obs_properties_add_float_slider(props, SETTING_BLACK_LOW,
"Black threshold (increase if dark noise remains around the symbols)", 0.0, 0.5, 0.001)
obs.obs_properties_add_float_slider(props, SETTING_GAIN,
"Alpha gain (increase if the symbols look too transparent)", 0.5, 4.0, 0.01)
obs.obs_properties_add_float_slider(props, SETTING_OPACITY,
"Overall opacity", 0.0, 1.0, 0.01)
obs.obs_properties_add_button(props, "create_btn", "Create Scene", on_create_clicked)
obs.obs_properties_add_button(props, "update_btn", "Update Scene", on_update_clicked)
return props
end
function script_defaults(settings)
obs.obs_data_set_default_string(settings, SETTING_FRONT_PATH,
"D:\\Test Pictures + Video\\HUD - Front Video.avi")
obs.obs_data_set_default_string(settings, SETTING_BACK_PATH,
"D:\\Test Pictures + Video\\Center IG - Back Videos.avi")
obs.obs_data_set_default_int(settings, SETTING_COLOR, 1)
obs.obs_data_set_default_double(settings, SETTING_BLACK_LOW, 0.0)
obs.obs_data_set_default_double(settings, SETTING_GAIN, 1.0)
obs.obs_data_set_default_double(settings, SETTING_OPACITY, 1.0)
end
function script_update(settings)
front_path = obs.obs_data_get_string(settings, SETTING_FRONT_PATH)
back_path = obs.obs_data_get_string(settings, SETTING_BACK_PATH)
color_index = obs.obs_data_get_int(settings, SETTING_COLOR)
black_low = obs.obs_data_get_double(settings, SETTING_BLACK_LOW)
alpha_gain = obs.obs_data_get_double(settings, SETTING_GAIN)
opacity = obs.obs_data_get_double(settings, SETTING_OPACITY)
end

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@ -1,12 +1,13 @@
-- HUD Overlay Outline Script for OBS (separate Create / Update buttons)
-- New approach: detect the green symbols first, then draw them in pure green with a
-- dark green outline, so they stay readable over ANY background (bright sky, green terrain, clouds).
-- New approach: detect the green symbols first, then draw them in a configurable
-- color (preset list x brightness), so they stay readable over ANY background
-- (bright sky, green terrain, clouds).
-- Principle:
-- 1. symbol detection: subtract a black level, alpha = max(R, G, B) x gain,
-- multiplied by a greenness factor (G - max(R, B)) to reject gray/white noise
-- 2. outline: sample the symbol alpha in a ring around each pixel; pixels that are
-- near a symbol but not part of it get a dark outline underneath the green fill
-- 3. premultiplied output: pure green x symbol alpha + outline color x outline alpha
-- 2. optional outline: sample the symbol alpha in a ring around each pixel; pixels
-- near a symbol get the same color (x outline brightness) underneath the fill
-- 3. premultiplied output: symbol color x symbol alpha + outline color x outline alpha
-- Requires: obs-shaderfilter plugin (installed)
-- Install: OBS -> Tools -> Scripts -> + -> select this file
-- "Create Scene" : builds the scene from scratch (deletes and recreates both media sources)
@ -16,6 +17,8 @@ obs = obslua
local SETTING_FRONT_PATH = "front_path"
local SETTING_BACK_PATH = "back_path"
local SETTING_COLOR = "hud_color" -- preset color index
local SETTING_BRIGHTNESS = "symbol_brightness"
local SETTING_BLACK_LEVEL = "black_level"
local SETTING_GAIN = "alpha_gain"
local SETTING_GREEN_THRESH = "green_thresh"
@ -28,12 +31,27 @@ local FRONT_NAME = "HUD - Front Outline"
local BACK_NAME = "Center IG - Back Outline"
local FILTER_NAME = "HUD Outline"
-- Preset symbol colors at full brightness; the Brightness slider scales the chosen color
local COLOR_PRESETS = {
{ name = "Pure green", r = 0.0, g = 1.0, b = 0.0 },
{ name = "HUD green (measured from source video)", r = 0.15, g = 1.0, b = 0.10 },
{ name = "Bright green (neon green)", r = 0.25, g = 1.0, b = 0.1 },
{ name = "Red (complementary to teal sky)", r = 1.0, g = 0.0, b = 0.0 },
{ name = "Magenta", r = 1.0, g = 0.0, b = 1.0 },
{ name = "Orange", r = 1.0, g = 0.5, b = 0.0 },
{ name = "Yellow", r = 1.0, g = 1.0, b = 0.0 },
{ name = "White", r = 1.0, g = 1.0, b = 1.0 },
{ name = "Black", r = 0.0, g = 0.0, b = 0.0 },
}
local front_path = ""
local back_path = ""
local color_index = 1
local symbol_brightness = 1.0
local black_level = 0.055 -- 14/255, measured noise floor of the HUD capture
local alpha_gain = 1.35
local green_thresh = 0.10 -- greenness (G - max(R,B)) needed to count as a green symbol
local outline_width = 2.0 -- outline thickness in source pixels
local outline_width = 0.0 -- stroke width adjustment in source pixels: + thicker, - thinner, 0 = original
local outline_alpha = 0.9
local opacity = 1.0
@ -68,12 +86,12 @@ uniform float green_thresh <
> = 0.10;
uniform float outline_width <
string label = "Outline width (px)";
string label = "Symbol width (px, + thicker / - thinner)";
string widget_type = "slider";
float minimum = 0.0;
float minimum = -4.0;
float maximum = 8.0;
float step = 0.5;
> = 2.0;
> = 0.0;
uniform float outline_alpha <
string label = "Outline strength";
@ -113,7 +131,7 @@ uniform float outline_brightness <
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.35;
> = 1.0;
uniform float opacity <
string label = "Opacity";
@ -146,9 +164,13 @@ float4 mainImage(VertData v_in) : TARGET
{
float a_sym = sym_alpha(v_in.uv);
// Ring of 8 neighbor taps at outline_width distance -> dilated symbol alpha
float2 d = uv_pixel_interval * outline_width;
// Symbol width: positive = dilate (thicker strokes), negative = erode (thinner)
float2 d = uv_pixel_interval * abs(outline_width);
float2 dg = d * 0.7071;
float a_out = 0.0;
if (outline_width > 0.0) {
// Ring max -> same-color outline under the fill = thicker strokes
float ring = 0.0;
ring = max(ring, sym_alpha(v_in.uv + float2( d.x, 0.0)));
ring = max(ring, sym_alpha(v_in.uv + float2(-d.x, 0.0)));
@ -158,14 +180,26 @@ float4 mainImage(VertData v_in) : TARGET
ring = max(ring, sym_alpha(v_in.uv + float2(-dg.x, dg.y)));
ring = max(ring, sym_alpha(v_in.uv + float2( dg.x, -dg.y)));
ring = max(ring, sym_alpha(v_in.uv + float2(-dg.x, -dg.y)));
// Outline only where the symbol itself is not already opaque
float a_out = min(ring * outline_alpha, 1.0 - a_sym);
a_out = min(ring * outline_alpha, 1.0 - a_sym);
} else if (outline_width < 0.0) {
// Ring min -> erode the strokes thinner
float core = 1.0;
core = min(core, sym_alpha(v_in.uv + float2( d.x, 0.0)));
core = min(core, sym_alpha(v_in.uv + float2(-d.x, 0.0)));
core = min(core, sym_alpha(v_in.uv + float2( 0.0, d.y)));
core = min(core, sym_alpha(v_in.uv + float2( 0.0, -d.y)));
core = min(core, sym_alpha(v_in.uv + float2( dg.x, dg.y)));
core = min(core, sym_alpha(v_in.uv + float2(-dg.x, dg.y)));
core = min(core, sym_alpha(v_in.uv + float2( dg.x, -dg.y)));
core = min(core, sym_alpha(v_in.uv + float2(-dg.x, -dg.y)));
a_sym = min(a_sym, core);
}
float a_sym_o = a_sym * opacity;
float a_out_o = a_out * opacity;
// Premultiplied: pure symbol color over a dimmer pure-green outline
// Premultiplied: symbol color over a same-color outline (x outline brightness)
float3 rgb = float3(hud_r, hud_g, hud_b) * a_sym_o
+ float3(hud_r, hud_g, hud_b) * outline_brightness * a_out_o;
return float4(rgb, a_sym_o + a_out_o);
@ -211,9 +245,14 @@ local function apply_key_filter(src)
obs.obs_source_release(old)
end
local preset = COLOR_PRESETS[color_index] or COLOR_PRESETS[1]
local fs = obs.obs_data_create()
obs.obs_data_set_bool(fs, "from_file", false)
obs.obs_data_set_string(fs, "shader_text", SHADER_TEXT)
obs.obs_data_set_double(fs, "hud_r", preset.r * symbol_brightness)
obs.obs_data_set_double(fs, "hud_g", preset.g * symbol_brightness)
obs.obs_data_set_double(fs, "hud_b", preset.b * symbol_brightness)
obs.obs_data_set_double(fs, "black_level", black_level)
obs.obs_data_set_double(fs, "alpha_gain", alpha_gain)
obs.obs_data_set_double(fs, "green_thresh", green_thresh)
@ -395,12 +434,14 @@ end
------------------------------------------------------------
function script_description()
return "Detects the green HUD symbols, then draws them in pure green with a dark green outline,\n" ..
return "Detects the green HUD symbols and draws them in a configurable color and brightness,\n" ..
"so they stay readable over any background (bright sky, green terrain, clouds).\n" ..
"Symbol detection: alpha = max(R, G, B) x gain after black-level subtraction, gated by greenness G - max(R, B) to reject noise.\n" ..
"\"Symbol color\" picks the hue, \"Symbol brightness\" scales it (0.35 = dark green, 1.0 = full brightness).\n" ..
"\"Symbol width\" thickens (positive) or thins (negative) the strokes; 0 keeps the original width.\n" ..
"\"Create Scene\": builds the scene from scratch (deletes and recreates both media sources).\n" ..
"\"Update Scene\": updates the existing scene in place (video paths, keying parameters).\n" ..
"The filter panel has sliders for symbol color, outline width, strength and brightness."
"\"Update Scene\": updates the existing scene in place (video paths, color, keying parameters).\n" ..
"The filter panel has sliders for fine-tuning (symbol color R/G/B, outline width, strength and brightness)."
end
function script_properties()
@ -414,6 +455,14 @@ function script_properties()
"Background video (bottom layer)", obs.OBS_PATH_FILE,
"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
local clist = obs.obs_properties_add_list(props, SETTING_COLOR,
"Symbol color", obs.OBS_COMBO_TYPE_LIST, obs.OBS_COMBO_FORMAT_INT)
for i, c in ipairs(COLOR_PRESETS) do
obs.obs_property_list_add_int(clist, c.name, i)
end
obs.obs_properties_add_float_slider(props, SETTING_BRIGHTNESS,
"Symbol brightness (scales the chosen color)", 0.05, 1.0, 0.01)
obs.obs_properties_add_float_slider(props, SETTING_BLACK_LEVEL,
"Black level (increase if a dark halo/noise remains)", 0.0, 0.3, 0.001)
obs.obs_properties_add_float_slider(props, SETTING_GAIN,
@ -421,7 +470,7 @@ function script_properties()
obs.obs_properties_add_float_slider(props, SETTING_GREEN_THRESH,
"Green threshold (increase if non-green noise appears)", 0.01, 0.5, 0.005)
obs.obs_properties_add_float_slider(props, SETTING_OUT_WIDTH,
"Outline width (px)", 0.0, 8.0, 0.5)
"Symbol width (px, + thicker / - thinner, 0 = original)", -4.0, 8.0, 0.5)
obs.obs_properties_add_float_slider(props, SETTING_OUT_ALPHA,
"Outline strength", 0.0, 1.0, 0.01)
obs.obs_properties_add_float_slider(props, SETTING_OPACITY,
@ -438,10 +487,12 @@ function script_defaults(settings)
"D:\\Test Pictures + Video\\HUD - Front Video.avi")
obs.obs_data_set_default_string(settings, SETTING_BACK_PATH,
"D:\\Test Pictures + Video\\Center IG - Back Videos.avi")
obs.obs_data_set_default_int(settings, SETTING_COLOR, 1)
obs.obs_data_set_default_double(settings, SETTING_BRIGHTNESS, 1.0)
obs.obs_data_set_default_double(settings, SETTING_BLACK_LEVEL, 0.055)
obs.obs_data_set_default_double(settings, SETTING_GAIN, 1.35)
obs.obs_data_set_default_double(settings, SETTING_GREEN_THRESH, 0.10)
obs.obs_data_set_default_double(settings, SETTING_OUT_WIDTH, 2.0)
obs.obs_data_set_default_double(settings, SETTING_OUT_WIDTH, 0.0)
obs.obs_data_set_default_double(settings, SETTING_OUT_ALPHA, 0.9)
obs.obs_data_set_default_double(settings, SETTING_OPACITY, 1.0)
end
@ -449,6 +500,8 @@ end
function script_update(settings)
front_path = obs.obs_data_get_string(settings, SETTING_FRONT_PATH)
back_path = obs.obs_data_get_string(settings, SETTING_BACK_PATH)
color_index = obs.obs_data_get_int(settings, SETTING_COLOR)
symbol_brightness = obs.obs_data_get_double(settings, SETTING_BRIGHTNESS)
black_level = obs.obs_data_get_double(settings, SETTING_BLACK_LEVEL)
alpha_gain = obs.obs_data_get_double(settings, SETTING_GAIN)
green_thresh = obs.obs_data_get_double(settings, SETTING_GREEN_THRESH)

View File

@ -0,0 +1,605 @@
-- HUD Overlay Outline Script for OBS (separate Create / Update buttons)
-- New approach: detect the green symbols first, then draw them in a configurable
-- color (preset list x brightness), so they stay readable over ANY background
-- (bright sky, green terrain, clouds).
-- Principle:
-- 1. symbol detection: subtract a black level, alpha = max(R, G, B) x gain,
-- multiplied by a greenness factor (G - max(R, B)) to reject gray/white noise
-- 2. optional outline: sample the symbol alpha in a ring around each pixel; pixels
-- near a symbol get the outline color (default blue, x outline brightness)
-- underneath the fill
-- 3. premultiplied output: symbol color x symbol alpha + outline color x outline alpha
-- Requires: obs-shaderfilter plugin (installed)
-- Install: OBS -> Tools -> Scripts -> + -> select this file
-- "Create Scene" : builds the scene from scratch (deletes and recreates both media sources)
-- "Update Scene" : updates the existing scene in place (video paths, color, keying parameters)
obs = obslua
local SETTING_FRONT_PATH = "front_path"
local SETTING_BACK_PATH = "back_path"
local SETTING_COLOR = "hud_color" -- preset color index
local SETTING_BRIGHTNESS = "symbol_brightness"
local SETTING_BLACK_LEVEL = "black_level"
local SETTING_GAIN = "alpha_gain"
local SETTING_GREEN_THRESH = "green_thresh"
local SETTING_OUT_WIDTH = "outline_width"
local SETTING_OUT_ALPHA = "outline_alpha"
local SETTING_OUT_COLOR = "outline_color" -- outline preset color index (1 = blue)
local SETTING_OPACITY = "opacity"
local SCENE_NAME = "HUD Overlay Outline"
local FRONT_NAME = "HUD - Front Outline"
local BACK_NAME = "Center IG - Back Outline"
local FILTER_NAME = "HUD Outline"
-- Preset symbol colors at full brightness; the Brightness slider scales the chosen color
local COLOR_PRESETS = {
{ name = "Pure green", r = 0.0, g = 1.0, b = 0.0 },
{ name = "HUD green (measured from source video)", r = 0.15, g = 1.0, b = 0.10 },
{ name = "Bright green (neon green)", r = 0.25, g = 1.0, b = 0.1 },
{ name = "Red (complementary to teal sky)", r = 1.0, g = 0.0, b = 0.0 },
{ name = "Magenta", r = 1.0, g = 0.0, b = 1.0 },
{ name = "Orange", r = 1.0, g = 0.5, b = 0.0 },
{ name = "Yellow", r = 1.0, g = 1.0, b = 0.0 },
{ name = "White", r = 1.0, g = 1.0, b = 1.0 },
{ name = "Black", r = 0.0, g = 0.0, b = 0.0 },
}
-- Preset outline colors; index 1 is blue (the outline default)
local OUTLINE_COLOR_PRESETS = {
{ name = "Blue", r = 0.0, g = 0.0, b = 1.0 },
{ name = "Green", r = 0.0, g = 1.0, b = 0.0 },
{ name = "Cyan", r = 0.0, g = 1.0, b = 1.0 },
{ name = "White", r = 1.0, g = 1.0, b = 1.0 },
{ name = "Black", r = 0.0, g = 0.0, b = 0.0 },
{ name = "Red", r = 1.0, g = 0.0, b = 0.0 },
{ name = "Yellow", r = 1.0, g = 1.0, b = 0.0 },
}
local front_path = ""
local back_path = ""
local color_index = 1
local outline_color_index = 1
local symbol_brightness = 1.0
local black_level = 0.055 -- 14/255, measured noise floor of the HUD capture
local alpha_gain = 1.35
local green_thresh = 0.10 -- greenness (G - max(R,B)) needed to count as a green symbol
local outline_width = 0.0 -- stroke width adjustment in source pixels: + thicker, - thinner, 0 = original
local outline_alpha = 0.9
local opacity = 1.0
local fit_retries = 0
-- Symbol-detect + outline shader:
-- sym_alpha(uv): black level subtraction -> brightness key x gain -> greenness gate
-- main: symbol = pure green x sym_alpha; ring of neighbor sym_alpha forms the outline
local SHADER_TEXT = [==[
uniform float black_level <
string label = "Black level";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 0.3;
float step = 0.001;
> = 0.055;
uniform float alpha_gain <
string label = "Alpha gain";
string widget_type = "slider";
float minimum = 0.5;
float maximum = 4.0;
float step = 0.01;
> = 1.35;
uniform float green_thresh <
string label = "Green threshold";
string widget_type = "slider";
float minimum = 0.01;
float maximum = 0.5;
float step = 0.005;
> = 0.10;
uniform float outline_width <
string label = "Symbol width (px, + thicker / - thinner)";
string widget_type = "slider";
float minimum = -4.0;
float maximum = 8.0;
float step = 0.5;
> = 0.0;
uniform float outline_alpha <
string label = "Outline strength";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.9;
uniform float hud_r <
string label = "Symbol color R";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.0;
uniform float hud_g <
string label = "Symbol color G";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 1.0;
uniform float hud_b <
string label = "Symbol color B";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.0;
uniform float outline_brightness <
string label = "Outline brightness";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 1.0;
uniform float outline_r <
string label = "Outline color R";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.0;
uniform float outline_g <
string label = "Outline color G";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 0.0;
uniform float outline_b <
string label = "Outline color B";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 1.0;
uniform float opacity <
string label = "Opacity";
string widget_type = "slider";
float minimum = 0.0;
float maximum = 1.0;
float step = 0.01;
> = 1.0;
// Symbol alpha at a given UV: 1 = solid green symbol, 0 = background/noise
float sym_alpha(float2 uv)
{
float4 px = image.Sample(textureSampler, uv);
px.rgb *= (px.a > 0.0) ? (1.0 / px.a) : 0.0;
// drop the codec noise floor; pure black becomes exactly 0
float3 h = max(px.rgb - black_level, 0.0);
// brightness key
float k = max(h.r, max(h.g, h.b));
// greenness gate: green symbols pass, gray/white noise is rejected
float gn = h.g - max(h.r, h.b);
float gf = clamp(gn / green_thresh, 0.0, 1.0);
return clamp(k * alpha_gain, 0.0, 1.0) * gf;
}
float4 mainImage(VertData v_in) : TARGET
{
float a_sym = sym_alpha(v_in.uv);
// Symbol width: positive = dilate (thicker strokes), negative = erode (thinner)
float2 d = uv_pixel_interval * abs(outline_width);
float2 dg = d * 0.7071;
float a_out = 0.0;
if (outline_width > 0.0) {
// Ring max -> same-color outline under the fill = thicker strokes
float ring = 0.0;
ring = max(ring, sym_alpha(v_in.uv + float2( d.x, 0.0)));
ring = max(ring, sym_alpha(v_in.uv + float2(-d.x, 0.0)));
ring = max(ring, sym_alpha(v_in.uv + float2( 0.0, d.y)));
ring = max(ring, sym_alpha(v_in.uv + float2( 0.0, -d.y)));
ring = max(ring, sym_alpha(v_in.uv + float2( dg.x, dg.y)));
ring = max(ring, sym_alpha(v_in.uv + float2(-dg.x, dg.y)));
ring = max(ring, sym_alpha(v_in.uv + float2( dg.x, -dg.y)));
ring = max(ring, sym_alpha(v_in.uv + float2(-dg.x, -dg.y)));
// Outline only where the symbol itself is not already opaque
a_out = min(ring * outline_alpha, 1.0 - a_sym);
} else if (outline_width < 0.0) {
// Ring min -> erode the strokes thinner
float core = 1.0;
core = min(core, sym_alpha(v_in.uv + float2( d.x, 0.0)));
core = min(core, sym_alpha(v_in.uv + float2(-d.x, 0.0)));
core = min(core, sym_alpha(v_in.uv + float2( 0.0, d.y)));
core = min(core, sym_alpha(v_in.uv + float2( 0.0, -d.y)));
core = min(core, sym_alpha(v_in.uv + float2( dg.x, dg.y)));
core = min(core, sym_alpha(v_in.uv + float2(-dg.x, dg.y)));
core = min(core, sym_alpha(v_in.uv + float2( dg.x, -dg.y)));
core = min(core, sym_alpha(v_in.uv + float2(-dg.x, -dg.y)));
a_sym = min(a_sym, core);
}
float a_sym_o = a_sym * opacity;
float a_out_o = a_out * opacity;
// Premultiplied: symbol color over an outline in its own color (x outline brightness)
float3 rgb = float3(hud_r, hud_g, hud_b) * a_sym_o
+ float3(outline_r, outline_g, outline_b) * outline_brightness * a_out_o;
return float4(rgb, a_sym_o + a_out_o);
}
]==]
------------------------------------------------------------
-- Utility functions
------------------------------------------------------------
-- Matches the exact base name or an OBS auto-numbered duplicate ("<base> 2", "<base> 3", ...)
local function source_name_matches(name, base)
if name == base then return true end
return name:sub(1, #base) == base and name:sub(#base + 1):match("^%s*%d+$") ~= nil
end
-- Finds a source by base name, falling back to auto-numbered duplicates.
-- Returns nil or a reference the caller must release.
local function get_source_by_base_name(base)
local exact = obs.obs_get_source_by_name(base)
if exact ~= nil then return exact end
local found = nil
local sources = obs.obs_enum_sources()
if sources ~= nil then
for _, s in ipairs(sources) do
if source_name_matches(obs.obs_source_get_name(s), base) then
found = obs.obs_source_get_ref(s)
break
end
end
obs.source_list_release(sources)
end
return found
end
-- Removes every source matching the base name, including duplicates left over
-- from earlier runs. The scene items are removed first so the sources are
-- destroyed immediately; otherwise OBS keeps them alive under the same name
-- and renames newly created sources to "<name> 2", "<name> 3", ...
local function remove_sources_by_base_name(scene, base)
local items = obs.obs_scene_enum_items(scene)
for _, item in ipairs(items) do
local s = obs.obs_sceneitem_get_source(item)
if s ~= nil and source_name_matches(obs.obs_source_get_name(s), base) then
obs.obs_sceneitem_remove(item)
end
end
obs.sceneitem_list_release(items)
local sources = obs.obs_enum_sources()
if sources ~= nil then
for _, s in ipairs(sources) do
if source_name_matches(obs.obs_source_get_name(s), base) then
obs.obs_source_remove(s)
end
end
obs.source_list_release(sources)
end
end
local function create_media_source(name, path)
local s = obs.obs_data_create()
obs.obs_data_set_string(s, "local_file", path)
obs.obs_data_set_bool(s, "is_local_file", true)
obs.obs_data_set_bool(s, "looping", true)
obs.obs_data_set_bool(s, "restart_on_activate", true)
obs.obs_data_set_bool(s, "close_when_inactive", false)
local src = obs.obs_source_create("ffmpeg_source", name, s, nil)
obs.obs_data_release(s)
return src
end
-- Point an existing media source at a new file without recreating it
local function update_media_source_path(src, path)
local s = obs.obs_source_get_settings(src)
obs.obs_data_set_string(s, "local_file", path)
obs.obs_source_update(src, s)
obs.obs_data_release(s)
end
local function apply_key_filter(src)
local old = obs.obs_source_get_filter_by_name(src, FILTER_NAME)
if old ~= nil then
obs.obs_source_filter_remove(src, old)
obs.obs_source_release(old)
end
local preset = COLOR_PRESETS[color_index] or COLOR_PRESETS[1]
local outline_preset = OUTLINE_COLOR_PRESETS[outline_color_index] or OUTLINE_COLOR_PRESETS[1]
local fs = obs.obs_data_create()
obs.obs_data_set_bool(fs, "from_file", false)
obs.obs_data_set_string(fs, "shader_text", SHADER_TEXT)
obs.obs_data_set_double(fs, "hud_r", preset.r * symbol_brightness)
obs.obs_data_set_double(fs, "hud_g", preset.g * symbol_brightness)
obs.obs_data_set_double(fs, "hud_b", preset.b * symbol_brightness)
obs.obs_data_set_double(fs, "outline_r", outline_preset.r)
obs.obs_data_set_double(fs, "outline_g", outline_preset.g)
obs.obs_data_set_double(fs, "outline_b", outline_preset.b)
obs.obs_data_set_double(fs, "black_level", black_level)
obs.obs_data_set_double(fs, "alpha_gain", alpha_gain)
obs.obs_data_set_double(fs, "green_thresh", green_thresh)
obs.obs_data_set_double(fs, "outline_width", outline_width)
obs.obs_data_set_double(fs, "outline_alpha", outline_alpha)
obs.obs_data_set_double(fs, "opacity", opacity)
-- First check whether the obs-shaderfilter plugin is loaded
if obs.obs_source_get_display_name("shader_filter") == nil then
obs.obs_data_release(fs)
obs.script_log(obs.LOG_WARNING,
"HUD Overlay Outline: obs-shaderfilter plugin not detected; keying was not applied. Please fully quit OBS (including the system tray) and restart it.")
return
end
local f = obs.obs_source_create("shader_filter", FILTER_NAME, fs, nil)
obs.obs_data_release(fs)
if f ~= nil then
obs.obs_source_filter_add(src, f)
obs.obs_source_release(f)
end
end
local function fit_items_to_canvas()
local vi = obs.obs_video_info()
if obs.obs_get_video_info(vi) == false then
return false
end
local cw, ch = vi.base_width, vi.base_height
local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
if scene_src == nil then
return false
end
local scene = obs.obs_scene_from_source(scene_src)
local items = obs.obs_scene_enum_items(scene)
local all_ready = true
for _, item in ipairs(items) do
local s = obs.obs_sceneitem_get_source(item)
local w = obs.obs_source_get_width(s)
local h = obs.obs_source_get_height(s)
if w > 0 and h > 0 then
local scale = math.min(cw / w, ch / h)
local sc = obs.vec2()
sc.x = scale
sc.y = scale
obs.obs_sceneitem_set_scale(item, sc)
local pos = obs.vec2()
pos.x = (cw - w * scale) / 2
pos.y = (ch - h * scale) / 2
obs.obs_sceneitem_set_pos(item, pos)
-- Use Lanczos when upscaling line-art footage; sharper than the default bilinear
if obs.obs_sceneitem_set_scale_filter ~= nil then
obs.obs_sceneitem_set_scale_filter(item, obs.OBS_SCALE_LANCZOS or 4)
end
else
all_ready = false
end
end
obs.sceneitem_list_release(items)
obs.obs_source_release(scene_src)
return all_ready
end
local function fit_retry()
fit_retries = fit_retries - 1
if fit_items_to_canvas() or fit_retries <= 0 then
obs.timer_remove(fit_retry)
end
end
local function schedule_fit()
fit_retries = 10
obs.timer_remove(fit_retry)
obs.timer_add(fit_retry, 500)
end
------------------------------------------------------------
-- Create scene (from scratch)
------------------------------------------------------------
local function create_scene()
if front_path == "" or back_path == "" then
obs.script_log(obs.LOG_WARNING, "HUD Overlay Outline: please set the foreground and background video paths first")
return
end
local scene = nil
local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
if scene_src ~= nil then
scene = obs.obs_scene_from_source(scene_src)
else
scene = obs.obs_scene_create(SCENE_NAME)
scene_src = obs.obs_scene_get_source(scene)
end
remove_sources_by_base_name(scene, FRONT_NAME)
remove_sources_by_base_name(scene, BACK_NAME)
local back = create_media_source(BACK_NAME, back_path)
obs.obs_scene_add(scene, back)
local front = create_media_source(FRONT_NAME, front_path)
apply_key_filter(front)
obs.obs_scene_add(scene, front)
obs.obs_source_release(back)
obs.obs_source_release(front)
obs.obs_frontend_set_current_scene(scene_src)
obs.obs_source_release(scene_src)
schedule_fit()
obs.script_log(obs.LOG_INFO, "HUD Overlay Outline: scene created")
end
------------------------------------------------------------
-- Update scene (in place, without recreating sources)
------------------------------------------------------------
local function update_scene()
if front_path == "" or back_path == "" then
obs.script_log(obs.LOG_WARNING, "HUD Overlay Outline: please set the foreground and background video paths first")
return
end
local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
if scene_src == nil then
obs.script_log(obs.LOG_WARNING,
"HUD Overlay Outline: scene \"" .. SCENE_NAME .. "\" does not exist yet; please use \"Create Scene\" first")
return
end
local back = get_source_by_base_name(BACK_NAME)
local front = get_source_by_base_name(FRONT_NAME)
if back == nil or front == nil then
if back ~= nil then obs.obs_source_release(back) end
if front ~= nil then obs.obs_source_release(front) end
obs.obs_source_release(scene_src)
obs.script_log(obs.LOG_WARNING,
"HUD Overlay Outline: media sources are missing; please use \"Create Scene\" to rebuild the scene")
return
end
-- Update video files in place
update_media_source_path(back, back_path)
update_media_source_path(front, front_path)
-- Re-apply the keying filter with the current keying parameters
apply_key_filter(front)
obs.obs_source_release(back)
obs.obs_source_release(front)
obs.obs_frontend_set_current_scene(scene_src)
obs.obs_source_release(scene_src)
schedule_fit()
obs.script_log(obs.LOG_INFO, "HUD Overlay Outline: scene updated")
end
local function on_create_clicked(props, p)
create_scene()
return true
end
local function on_update_clicked(props, p)
update_scene()
return true
end
------------------------------------------------------------
-- Script UI and settings
------------------------------------------------------------
function script_description()
return "Detects the green HUD symbols and draws them in a configurable color and brightness,\n" ..
"so they stay readable over any background (bright sky, green terrain, clouds).\n" ..
"Symbol detection: alpha = max(R, G, B) x gain after black-level subtraction, gated by greenness G - max(R, B) to reject noise.\n" ..
"\"Symbol color\" picks the hue, \"Symbol brightness\" scales it (0.35 = dark green, 1.0 = full brightness).\n" ..
"\"Symbol width\" thickens (positive) or thins (negative) the strokes; 0 keeps the original width.\n" ..
"\"Outline color\" picks the outline hue (default blue); the outline only appears when \"Symbol width\" is positive.\n" ..
"\"Create Scene\": builds the scene from scratch (deletes and recreates both media sources).\n" ..
"\"Update Scene\": updates the existing scene in place (video paths, color, keying parameters).\n" ..
"The filter panel has sliders for fine-tuning (symbol color R/G/B, outline color R/G/B, width, strength and brightness)."
end
function script_properties()
local props = obs.obs_properties_create()
obs.obs_properties_add_path(props, SETTING_FRONT_PATH,
"Foreground video (HUD, green symbols on black)", obs.OBS_PATH_FILE,
"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
obs.obs_properties_add_path(props, SETTING_BACK_PATH,
"Background video (bottom layer)", obs.OBS_PATH_FILE,
"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
local clist = obs.obs_properties_add_list(props, SETTING_COLOR,
"Symbol color", obs.OBS_COMBO_TYPE_LIST, obs.OBS_COMBO_FORMAT_INT)
for i, c in ipairs(COLOR_PRESETS) do
obs.obs_property_list_add_int(clist, c.name, i)
end
obs.obs_properties_add_float_slider(props, SETTING_BRIGHTNESS,
"Symbol brightness (scales the chosen color)", 0.05, 1.0, 0.01)
obs.obs_properties_add_float_slider(props, SETTING_BLACK_LEVEL,
"Black level (increase if a dark halo/noise remains)", 0.0, 0.3, 0.001)
obs.obs_properties_add_float_slider(props, SETTING_GAIN,
"Alpha gain (increase if symbols look too transparent)", 0.5, 4.0, 0.01)
obs.obs_properties_add_float_slider(props, SETTING_GREEN_THRESH,
"Green threshold (increase if non-green noise appears)", 0.01, 0.5, 0.005)
obs.obs_properties_add_float_slider(props, SETTING_OUT_WIDTH,
"Symbol width (px, + thicker / - thinner, 0 = original)", -4.0, 8.0, 0.5)
obs.obs_properties_add_float_slider(props, SETTING_OUT_ALPHA,
"Outline strength", 0.0, 1.0, 0.01)
local olist = obs.obs_properties_add_list(props, SETTING_OUT_COLOR,
"Outline color (only visible when Symbol width > 0)", obs.OBS_COMBO_TYPE_LIST, obs.OBS_COMBO_FORMAT_INT)
for i, c in ipairs(OUTLINE_COLOR_PRESETS) do
obs.obs_property_list_add_int(olist, c.name, i)
end
obs.obs_properties_add_float_slider(props, SETTING_OPACITY,
"Overall opacity", 0.0, 1.0, 0.01)
obs.obs_properties_add_button(props, "create_btn", "Create Scene", on_create_clicked)
obs.obs_properties_add_button(props, "update_btn", "Update Scene", on_update_clicked)
return props
end
function script_defaults(settings)
obs.obs_data_set_default_string(settings, SETTING_FRONT_PATH,
"D:\\Test Pictures + Video\\HUD - Front Video.avi")
obs.obs_data_set_default_string(settings, SETTING_BACK_PATH,
"D:\\Test Pictures + Video\\Center IG - Back Videos.avi")
obs.obs_data_set_default_int(settings, SETTING_COLOR, 1)
obs.obs_data_set_default_double(settings, SETTING_BRIGHTNESS, 1.0)
obs.obs_data_set_default_double(settings, SETTING_BLACK_LEVEL, 0.055)
obs.obs_data_set_default_double(settings, SETTING_GAIN, 1.35)
obs.obs_data_set_default_double(settings, SETTING_GREEN_THRESH, 0.10)
obs.obs_data_set_default_double(settings, SETTING_OUT_WIDTH, 0.0)
obs.obs_data_set_default_double(settings, SETTING_OUT_ALPHA, 0.9)
obs.obs_data_set_default_int(settings, SETTING_OUT_COLOR, 1)
obs.obs_data_set_default_double(settings, SETTING_OPACITY, 1.0)
end
function script_update(settings)
front_path = obs.obs_data_get_string(settings, SETTING_FRONT_PATH)
back_path = obs.obs_data_get_string(settings, SETTING_BACK_PATH)
color_index = obs.obs_data_get_int(settings, SETTING_COLOR)
outline_color_index = obs.obs_data_get_int(settings, SETTING_OUT_COLOR)
symbol_brightness = obs.obs_data_get_double(settings, SETTING_BRIGHTNESS)
black_level = obs.obs_data_get_double(settings, SETTING_BLACK_LEVEL)
alpha_gain = obs.obs_data_get_double(settings, SETTING_GAIN)
green_thresh = obs.obs_data_get_double(settings, SETTING_GREEN_THRESH)
outline_width = obs.obs_data_get_double(settings, SETTING_OUT_WIDTH)
outline_alpha = obs.obs_data_get_double(settings, SETTING_OUT_ALPHA)
opacity = obs.obs_data_get_double(settings, SETTING_OPACITY)
end