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78 lines
1.8 KiB
78 lines
1.8 KiB
1 year ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/DepthHistImageShader" {
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Properties {
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//_MainTex ("Base (RGB)", 2D) = "white" {}
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_FrontColor("Front color", Color) = (1, 1, 0, 1)
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_BackColor("Back color", Color) = (0, 0, 1, 1)
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_InvalidColor("Invalid color", Color) = (0, 0, 0, 0)
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}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma target 5.0
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//#pragma enable_d3d11_debug_symbols
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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//uniform sampler2D _MainTex;
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uniform uint _TexResX;
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uniform uint _TexResY;
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uniform uint _MinDepth;
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uniform uint _MaxDepth;
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uniform uint _TotalPoints;
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uniform float4 _FrontColor;
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uniform float4 _BackColor;
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uniform float4 _InvalidColor;
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StructuredBuffer<uint> _DepthMap;
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StructuredBuffer<uint> _HistMap;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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float4 frag (v2f i) : COLOR
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{
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uint dx = (uint)(i.uv.x * _TexResX);
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uint dy = (uint)(i.uv.y * _TexResY);
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uint di = (dx + dy * _TexResX);
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//return float4((float)dx / (float)_TexResX, (float)dy / (float)_TexResY, 0, 1);
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uint depth2 = _DepthMap[di >> 1];
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uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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depth = (depth >= _MinDepth && depth <= _MaxDepth) * depth;
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float hist = 1.0 - ((float)_HistMap[depth] / (float)_TotalPoints);
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float4 clr = lerp(_BackColor, _FrontColor, hist);
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//return float4(hist, hist, 0, 1); // yellow
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return depth > 0 ? clr : _InvalidColor;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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