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59 lines
1.1 KiB
59 lines
1.1 KiB
1 year ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/InfraredImageShader" {
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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 float _MinValue;
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uniform float _MaxValue;
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StructuredBuffer<uint> _InfraredMap;
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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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half4 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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uint ir2 = _InfraredMap[di >> 1];
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uint ir = di & 1 != 0 ? ir2 >> 16 : ir2 & 0xffff;
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half clr = saturate(((float)ir - _MinValue) / (_MaxValue - _MinValue));
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return half4(clr, clr, clr, clr != 0);
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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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