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62 lines
1.4 KiB
62 lines
1.4 KiB
1 year ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/DilateShader" {
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Properties
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{
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_MainTex ("_MainTex", 2D) = "white" {}
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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 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 float _TexResX;
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uniform float _TexResY;
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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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float4 _MainTex_ST;
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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 = TRANSFORM_TEX (v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 texColor = tex2D(_MainTex, i.uv);
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float maxValue = 0.0;
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for(int y = -1; y < 2; y++)
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{
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for(int x = -1; x < 2; x++)
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{
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float val = tex2D(_MainTex, float2(i.uv.x + (float)x/_TexResX, i.uv.y + (float)y/_TexResY)).w;
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if(val > 0.0)
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maxValue = 1.0;
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}
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}
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//return fixed4(texColor.r, texColor.g, texColor.b, maxValue);
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return fixed4(1.0, 1.0, 1.0, maxValue);
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}
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ENDCG
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}
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}
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}
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