vault backup: 2024-10-16 12:45:55

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BlueRose 2024-10-16 12:45:55 +08:00
parent a9e34b66d1
commit 1f48905114

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@ -146,4 +146,44 @@ UNDIMediaReceiver::CaptureConnectedVideo
=>
DisplayFrame NDIlib_frame_format_type_progressive NDIlib_FourCC_video_type_UYVY
=>
DrawProgressiveVideoFrame
DrawProgressiveVideoFrame
## 解决方案
[NDI plugin质量问题](https://forums.unrealengine.com/t/ndi-plugin-quality-trouble/1970097)
I changed only shader “NDIIO/Shaders/Private/NDIIOShaders.usf”.
For example function **void NDIIOUYVYtoBGRAPS (// Shader from 8 bits UYVY to 8 bits RGBA (alpha set to 1)):**
_WAS:_
```c++
float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
float4 UYVYT = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV);
float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
float4 YUVA;
float FracX = PosX % 2.0f;
YUVA.x = (1 - FracX) * UYVYT.y + FracX * UYVYT.w;
YUVA.yz = UYVYB.zx;
YUVA.w = 1;
```
_I DID:_
```c++
float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
float4 UYVYT0 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(-0.25f / NDIIOShaderUB.InputWidth, 0));
float4 UYVYT1 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(0.25f / NDIIOShaderUB.InputWidth, 0));
float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
float4 YUVA;
float FracX = (PosX % 2.0f) * 0.5f;
YUVA.x = (1 - FracX) * UYVYT1.y + FracX * UYVYT0.w;
YUVA.yz = UYVYB.zx;
YUVA.w = 1;
```
Small changes but result is seems much more better.
Of course, I added a bit of sharpness to the material after I changed the shader, but even without that, the result looks better than in the original version.
## UYVYYUV422
- https://zhuanlan.zhihu.com/p/695302926
- https://blog.csdn.net/gsp1004/article/details/103037312
![](https://i-blog.csdnimg.cn/blog_migrate/24b41fd36ff7902670e11a8005afb370.jpeg)