dwelling act 4 (live motion cap w/ kinect azure)
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70 lines
1.4 KiB

1 year ago
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kinect/ForegroundShader"
{
Properties
{
_MainTex ("_MainTex", 2D) = "white" {}
_ColorTex ("_ColorTex", 2D) = "white" {}
_GradientTex("GradientTex (RGB)", 2D) = "white" {}
_GradientColor("GradientColor", Color) = (1, 1, 1, 1)
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _ColorTex;
uniform sampler2D _GradientTex;
uniform half4 _GradientColor;
float4 _MainTex_ST;
float4 _ColorTex_ST;
float4 _GradientTex_ST;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texMain = tex2D(_MainTex, i.uv);
half4 texColor = tex2D(_ColorTex, i.uv);
half gradA = tex2D(_GradientTex, i.uv).a;
bool gradMask = gradA > 0.5 && _GradientColor.a > 0.0;
half4 fgColor = texColor * (1.0 - gradMask) + _GradientColor * gradMask;
//half4 fgColor = texColor;
half4 texForeground = half4(fgColor.rgb, texMain.a);
return texForeground;
}
ENDCG
}
}
}