推送Ai漏掉的文件
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deploy/HUD_Overlay_BlackKey.lua
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406
deploy/HUD_Overlay_BlackKey.lua
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-- HUD Overlay Black-Key Script for OBS (separate Create / Update buttons)
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-- Black-to-transparent keying: black pixels become fully transparent, brightness is used as alpha
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-- Principle: alpha = max(R, G, B); pure black -> alpha 0 (transparent), the brighter the pixel the more opaque
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-- For a "pure green on pure black" HUD this is simpler and more stable than greenness keying:
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-- no green judgment at all, so anti-aliased edges and dim segments key out naturally.
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-- Requires: obs-shaderfilter plugin (installed)
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-- Install: OBS -> Tools -> Scripts -> + -> select this file -> pick a mode
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-- "Create Scene" : builds the scene from scratch (deletes and recreates both media sources)
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-- "Update Scene" : updates the existing scene in place (video paths, color, keying parameters)
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obs = obslua
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local SETTING_FRONT_PATH = "front_path"
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local SETTING_BACK_PATH = "back_path"
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local SETTING_COLOR = "hud_color" -- preset color index (1 = keep original green)
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local SETTING_BLACK_LOW = "black_low"
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local SETTING_GAIN = "alpha_gain"
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local SETTING_OPACITY = "opacity"
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local SCENE_NAME = "HUD Overlay Black Key"
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local FRONT_NAME = "HUD - Front BlackKey"
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local BACK_NAME = "Center IG - Back BlackKey"
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local FILTER_NAME = "Black Key"
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-- Preset colors; index 1 keeps the original green from the video
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local COLOR_PRESETS = {
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{ name = "Keep original color (video green)", r = 0.0, g = 1.0, b = 0.0, original = true },
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{ name = "Red (recommended, complementary to teal)", r = 1.0, g = 0.0, b = 0.0, original = false },
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{ name = "Magenta", r = 1.0, g = 0.0, b = 1.0, original = false },
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{ name = "Orange", r = 1.0, g = 0.5, b = 0.0, original = false },
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{ name = "Yellow", r = 1.0, g = 1.0, b = 0.0, original = false },
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{ name = "White", r = 1.0, g = 1.0, b = 1.0, original = false },
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{ name = "Bright green (neon green)", r = 0.25, g = 1.0, b = 0.1, original = false },
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}
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local front_path = ""
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local back_path = ""
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local color_index = 1
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local black_low = 0.0
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local alpha_gain = 1.0
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local opacity = 1.0
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local fit_retries = 0
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-- Black-to-transparent keying shader:
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-- k = max(R, G, B); black -> 0, pure green -> 1.0
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-- alpha = rescale k above black_low, then apply gain; soft alpha preserves anti-aliased edges
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-- Output is premultiplied: either the original pixel color or the specified HUD color
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local SHADER_TEXT = [==[
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uniform float black_low <
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string label = "Black threshold";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 0.5;
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float step = 0.001;
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> = 0.0;
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uniform float alpha_gain <
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string label = "Alpha gain";
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string widget_type = "slider";
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float minimum = 0.5;
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float maximum = 4.0;
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float step = 0.01;
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> = 1.0;
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uniform bool use_original <
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string label = "Keep original color";
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> = true;
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uniform float hud_r <
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string label = "HUD color R";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 0.0;
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uniform float hud_g <
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string label = "HUD color G";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 1.0;
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uniform float hud_b <
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string label = "HUD color B";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 0.0;
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uniform float opacity <
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string label = "Opacity";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 1.0;
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float4 mainImage(VertData v_in) : TARGET
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{
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float4 px = image.Sample(textureSampler, v_in.uv);
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// The OBS filter chain input is premultiplied; un-premultiply first (media sources have alpha=1, so usually no effect)
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px.rgb *= (px.a > 0.0) ? (1.0 / px.a) : 0.0;
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// Brightness key: max channel is 0 for black, 1.0 for pure green
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float k = max(px.r, max(px.g, px.b));
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// Everything below black_low is fully transparent; rescale the rest back to [0, 1]
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float a = clamp((k - black_low) / max(1.0 - black_low, 0.001), 0.0, 1.0);
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a = clamp(a * alpha_gain, 0.0, 1.0) * opacity;
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float3 col = use_original ? px.rgb : float3(hud_r, hud_g, hud_b);
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// Premultiplied output: color x alpha
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return float4(col * a, a);
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}
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]==]
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------------------------------------------------------------
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-- Utility functions
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------------------------------------------------------------
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local function remove_source_by_name(name)
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local s = obs.obs_get_source_by_name(name)
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if s ~= nil then
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obs.obs_source_remove(s)
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obs.obs_source_release(s)
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end
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end
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local function create_media_source(name, path)
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local s = obs.obs_data_create()
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obs.obs_data_set_string(s, "local_file", path)
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obs.obs_data_set_bool(s, "is_local_file", true)
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obs.obs_data_set_bool(s, "looping", true)
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obs.obs_data_set_bool(s, "restart_on_activate", true)
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obs.obs_data_set_bool(s, "close_when_inactive", false)
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local src = obs.obs_source_create("ffmpeg_source", name, s, nil)
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obs.obs_data_release(s)
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return src
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end
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-- Point an existing media source at a new file without recreating it
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local function update_media_source_path(src, path)
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local s = obs.obs_source_get_settings(src)
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obs.obs_data_set_string(s, "local_file", path)
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obs.obs_source_update(src, s)
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obs.obs_data_release(s)
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end
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local function apply_key_filter(src)
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local old = obs.obs_source_get_filter_by_name(src, FILTER_NAME)
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if old ~= nil then
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obs.obs_source_filter_remove(src, old)
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obs.obs_source_release(old)
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end
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local preset = COLOR_PRESETS[color_index] or COLOR_PRESETS[1]
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local fs = obs.obs_data_create()
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obs.obs_data_set_bool(fs, "from_file", false)
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obs.obs_data_set_string(fs, "shader_text", SHADER_TEXT)
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obs.obs_data_set_double(fs, "black_low", black_low)
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obs.obs_data_set_double(fs, "alpha_gain", alpha_gain)
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obs.obs_data_set_bool(fs, "use_original", preset.original)
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obs.obs_data_set_double(fs, "hud_r", preset.r)
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obs.obs_data_set_double(fs, "hud_g", preset.g)
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obs.obs_data_set_double(fs, "hud_b", preset.b)
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obs.obs_data_set_double(fs, "opacity", opacity)
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-- First check whether the obs-shaderfilter plugin is loaded
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if obs.obs_source_get_display_name("shader_filter") == nil then
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obs.obs_data_release(fs)
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obs.script_log(obs.LOG_WARNING,
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"HUD Overlay Black Key: obs-shaderfilter plugin not detected; keying was not applied. Please fully quit OBS (including the system tray) and restart it.")
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return
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end
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local f = obs.obs_source_create("shader_filter", FILTER_NAME, fs, nil)
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obs.obs_data_release(fs)
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if f ~= nil then
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obs.obs_source_filter_add(src, f)
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obs.obs_source_release(f)
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end
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end
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local function fit_items_to_canvas()
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local vi = obs.obs_video_info()
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if obs.obs_get_video_info(vi) == false then
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return false
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end
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local cw, ch = vi.base_width, vi.base_height
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local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
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if scene_src == nil then
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return false
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end
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local scene = obs.obs_scene_from_source(scene_src)
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local items = obs.obs_scene_enum_items(scene)
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local all_ready = true
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for _, item in ipairs(items) do
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local s = obs.obs_sceneitem_get_source(item)
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local w = obs.obs_source_get_width(s)
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local h = obs.obs_source_get_height(s)
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if w > 0 and h > 0 then
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local scale = math.min(cw / w, ch / h)
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local sc = obs.vec2()
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sc.x = scale
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sc.y = scale
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obs.obs_sceneitem_set_scale(item, sc)
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local pos = obs.vec2()
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pos.x = (cw - w * scale) / 2
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pos.y = (ch - h * scale) / 2
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obs.obs_sceneitem_set_pos(item, pos)
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-- Use Lanczos when upscaling line-art footage; sharper than the default bilinear
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if obs.obs_sceneitem_set_scale_filter ~= nil then
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obs.obs_sceneitem_set_scale_filter(item, obs.OBS_SCALE_LANCZOS or 4)
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end
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else
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all_ready = false
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end
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end
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obs.sceneitem_list_release(items)
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obs.obs_source_release(scene_src)
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return all_ready
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end
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local function fit_retry()
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fit_retries = fit_retries - 1
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if fit_items_to_canvas() or fit_retries <= 0 then
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obs.timer_remove(fit_retry)
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end
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end
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local function schedule_fit()
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fit_retries = 10
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obs.timer_remove(fit_retry)
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obs.timer_add(fit_retry, 500)
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end
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------------------------------------------------------------
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-- Create scene (from scratch)
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------------------------------------------------------------
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local function create_scene()
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if front_path == "" or back_path == "" then
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obs.script_log(obs.LOG_WARNING, "HUD Overlay Black Key: please set the foreground and background video paths first")
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return
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end
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local scene = nil
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local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
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if scene_src ~= nil then
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scene = obs.obs_scene_from_source(scene_src)
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else
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scene = obs.obs_scene_create(SCENE_NAME)
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scene_src = obs.obs_scene_get_source(scene)
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end
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remove_source_by_name(FRONT_NAME)
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remove_source_by_name(BACK_NAME)
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local back = create_media_source(BACK_NAME, back_path)
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obs.obs_scene_add(scene, back)
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local front = create_media_source(FRONT_NAME, front_path)
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apply_key_filter(front)
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obs.obs_scene_add(scene, front)
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obs.obs_source_release(back)
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obs.obs_source_release(front)
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obs.obs_frontend_set_current_scene(scene_src)
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obs.obs_source_release(scene_src)
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schedule_fit()
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obs.script_log(obs.LOG_INFO, "HUD Overlay Black Key: scene created, symbol color = " ..
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(COLOR_PRESETS[color_index] or COLOR_PRESETS[1]).name)
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end
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------------------------------------------------------------
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-- Update scene (in place, without recreating sources)
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------------------------------------------------------------
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local function update_scene()
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if front_path == "" or back_path == "" then
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obs.script_log(obs.LOG_WARNING, "HUD Overlay Black Key: please set the foreground and background video paths first")
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return
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end
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local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
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if scene_src == nil then
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obs.script_log(obs.LOG_WARNING,
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"HUD Overlay Black Key: scene \"" .. SCENE_NAME .. "\" does not exist yet; please use \"Create Scene\" first")
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return
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end
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local back = obs.obs_get_source_by_name(BACK_NAME)
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local front = obs.obs_get_source_by_name(FRONT_NAME)
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if back == nil or front == nil then
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if back ~= nil then obs.obs_source_release(back) end
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if front ~= nil then obs.obs_source_release(front) end
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obs.obs_source_release(scene_src)
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obs.script_log(obs.LOG_WARNING,
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"HUD Overlay Black Key: media sources are missing; please use \"Create Scene\" to rebuild the scene")
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return
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end
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-- Update video files in place
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update_media_source_path(back, back_path)
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update_media_source_path(front, front_path)
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-- Re-apply the keying filter with the current color / keying parameters
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apply_key_filter(front)
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obs.obs_source_release(back)
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obs.obs_source_release(front)
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obs.obs_frontend_set_current_scene(scene_src)
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obs.obs_source_release(scene_src)
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schedule_fit()
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obs.script_log(obs.LOG_INFO, "HUD Overlay Black Key: scene updated, symbol color = " ..
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(COLOR_PRESETS[color_index] or COLOR_PRESETS[1]).name)
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end
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local function on_create_clicked(props, p)
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create_scene()
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return true
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end
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local function on_update_clicked(props, p)
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update_scene()
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return true
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end
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------------------------------------------------------------
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-- Script UI and settings
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------------------------------------------------------------
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function script_description()
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return "Black-to-transparent keying: black pixels become fully transparent; pixel brightness (max of R/G/B) is used as alpha.\n" ..
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"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" ..
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"\"Create Scene\": builds the scene from scratch (deletes and recreates both media sources).\n" ..
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"\"Update Scene\": updates the existing scene in place (video paths, symbol color, keying parameters).\n" ..
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"The filter panel also has Black threshold / Alpha gain / HUD color sliders for fine-tuning."
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end
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function script_properties()
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local props = obs.obs_properties_create()
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obs.obs_properties_add_path(props, SETTING_FRONT_PATH,
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"Foreground video (HUD, green symbols on black)", obs.OBS_PATH_FILE,
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"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
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obs.obs_properties_add_path(props, SETTING_BACK_PATH,
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"Background video (bottom layer)", obs.OBS_PATH_FILE,
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"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
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local clist = obs.obs_properties_add_list(props, SETTING_COLOR,
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"Symbol color", obs.OBS_COMBO_TYPE_LIST, obs.OBS_COMBO_FORMAT_INT)
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for i, c in ipairs(COLOR_PRESETS) do
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obs.obs_property_list_add_int(clist, c.name, i)
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end
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obs.obs_properties_add_float_slider(props, SETTING_BLACK_LOW,
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"Black threshold (increase if dark noise remains around the symbols)", 0.0, 0.5, 0.001)
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obs.obs_properties_add_float_slider(props, SETTING_GAIN,
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"Alpha gain (increase if the symbols look too transparent)", 0.5, 4.0, 0.01)
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obs.obs_properties_add_float_slider(props, SETTING_OPACITY,
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"Overall opacity", 0.0, 1.0, 0.01)
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obs.obs_properties_add_button(props, "create_btn", "Create Scene", on_create_clicked)
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obs.obs_properties_add_button(props, "update_btn", "Update Scene", on_update_clicked)
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return props
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end
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function script_defaults(settings)
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obs.obs_data_set_default_string(settings, SETTING_FRONT_PATH,
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"D:\\Test Pictures + Video\\HUD - Front Video.avi")
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obs.obs_data_set_default_string(settings, SETTING_BACK_PATH,
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"D:\\Test Pictures + Video\\Center IG - Back Videos.avi")
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obs.obs_data_set_default_int(settings, SETTING_COLOR, 1)
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obs.obs_data_set_default_double(settings, SETTING_BLACK_LOW, 0.0)
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obs.obs_data_set_default_double(settings, SETTING_GAIN, 1.0)
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obs.obs_data_set_default_double(settings, SETTING_OPACITY, 1.0)
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end
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function script_update(settings)
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front_path = obs.obs_data_get_string(settings, SETTING_FRONT_PATH)
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back_path = obs.obs_data_get_string(settings, SETTING_BACK_PATH)
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color_index = obs.obs_data_get_int(settings, SETTING_COLOR)
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black_low = obs.obs_data_get_double(settings, SETTING_BLACK_LOW)
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alpha_gain = obs.obs_data_get_double(settings, SETTING_GAIN)
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opacity = obs.obs_data_get_double(settings, SETTING_OPACITY)
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end
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@ -1,12 +1,13 @@
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-- HUD Overlay Outline Script for OBS (separate Create / Update buttons)
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-- New approach: detect the green symbols first, then draw them in pure green with a
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-- dark green outline, so they stay readable over ANY background (bright sky, green terrain, clouds).
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-- New approach: detect the green symbols first, then draw them in a configurable
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-- color (preset list x brightness), so they stay readable over ANY background
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-- (bright sky, green terrain, clouds).
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-- Principle:
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-- 1. symbol detection: subtract a black level, alpha = max(R, G, B) x gain,
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-- multiplied by a greenness factor (G - max(R, B)) to reject gray/white noise
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-- 2. outline: sample the symbol alpha in a ring around each pixel; pixels that are
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-- 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";
|
||||
@ -146,26 +164,42 @@ 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 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)));
|
||||
float a_out = 0.0;
|
||||
|
||||
// Outline only where the symbol itself is not already opaque
|
||||
float a_out = min(ring * outline_alpha, 1.0 - a_sym);
|
||||
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: 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)
|
||||
605
deploy/HUD_Overlay_Outline-V2.lua
Normal file
605
deploy/HUD_Overlay_Outline-V2.lua
Normal 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
|
||||
Loading…
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Reference in New Issue
Block a user