dwelling act 4 (live motion cap w/ kinect azure)
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5.7 KiB

1 year ago
Shader "Kinect/SceneMeshUShader"
{
Properties
{
_ColorTex("Albedo (RGB)", 2D) = "white" {}
_MaxEdgeLen("Max edge length", Range(0.01, 0.5)) = 0.1
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent-1"
}
Pass
{
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#pragma geometry geom
#pragma target 5.0
#include "UnityCG.cginc"
#include "FragmentLighting.cginc"
sampler2D _ColorTex;
float4 _ColorTex_ST;
float4 _ColorTex_TexelSize;
sampler2D _CameraDepthTexture;
float _MaxEdgeLen;
float _CutoffFactor;
//#ifdef SHADER_API_D3D11
StructuredBuffer<uint> _DepthMap;
StructuredBuffer<float> _SpaceTable;
//#endif
int _CoarseFactor;
int _IsPointCloud;
float2 _SpaceScale;
float2 _TexRes;
float4x4 _Transform;
float3 _PosMin;
float3 _PosMax;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv_ColorTex : TEXCOORD0;
float4 vertexPos : TEXCOORD1;
uint idx : TEXCOORD2;
bool mask : TEXCOORD3;
float3 normal : NORMAL;
float3 worldDirection : TEXCOORD4;
float4 scrPos : TEXCOORD5;
};
//struct v2f
//{
// float2 uv : TEXCOORD0;
// float4 pos : SV_POSITION;
// float3 normal : NORMAL;
// float3 worldDirection : TEXCOORD1;
//};
//struct f2o
//{
// fixed4 color : SV_Target;
// float depth : SV_Depth;
//};
int _ApplyLights;
int _ApplyShadows;
float4 _DirectionalLights[2];
sampler2D _DirectionalShadowMap;
uint getSceneDepthAt(uint di)
{
uint depth2 = 0;
//#ifdef SHADER_API_D3D11
depth2 = _DepthMap[di >> 1];
//#endif
uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
return depth;
}
float4 getSpacePos(uint idx, float fDepth)
{
uint di = idx * 3;
//#ifdef SHADER_API_D3D11
float4 spacePos = float4(_SpaceTable[di] * fDepth * _SpaceScale.x, _SpaceTable[di + 1] * fDepth * _SpaceScale.y, fDepth, 1.0);
//#else
// float4 spacePos = float4(0, 0, 0, 1.0);
//#endif
return spacePos;
}
v2f vert(appdata_base v)
{
v2f o;
float2 texUv = TRANSFORM_TEX(v.texcoord, _ColorTex); // v.texcoord;
o.uv_ColorTex = texUv;
uint dx = (uint)(texUv.x * _TexRes.x);
uint dy = (uint)(texUv.y * _TexRes.y);
uint idx = (dx + dy * _TexRes.x);
o.idx = idx;
uint depth = getSceneDepthAt(idx);
float fDepth = (float)depth * 0.001;
float4 vPos = getSpacePos(idx, fDepth); // v.vertex.w);
float4 wPos = vPos; // mul(_Transform, vPos);
bool mask = wPos.x >= _PosMin.x && wPos.x <= _PosMax.x && wPos.y >= _PosMin.y && wPos.y <= _PosMax.y && wPos.z >= _PosMin.z && wPos.z <= _PosMax.z;
v.vertex = vPos;
o.pos = UnityObjectToClipPos(v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
o.vertexPos = vPos;
o.mask = mask;
o.normal = v.normal;
//o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldDirection = mul(unity_ObjectToWorld, vPos).xyz - _WorldSpaceCameraPos;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 color = tex2D(_ColorTex, i.uv_ColorTex);
float4 localPos = i.vertexPos;
float fDepth = localPos.z;
//color.rgb = float3(3.0 - fDepth, 3.0 - fDepth, 3.0 - fDepth);
if (!i.mask)
{
discard;
}
localPos.xy = localPos.xy / localPos.z;
float3 dx = ddx(localPos);
float3 dy = ddy(localPos);
float3 n = normalize(cross(dx, dy));
float sheerAngle = abs(dot(n, float3(0, 0, 1)));
//color.rgb = float3(sheerAngle, sheerAngle, sheerAngle);
if (sheerAngle < _CutoffFactor) // 0.5^6 = 0.015625
{
discard;
}
if (_ApplyLights == 1)
{
// directional light
color *= _DirectionalLights[1];
half4 c = color;
// shadows
if (_ApplyShadows == 1)
{
//float3 shadows = tex2D(_DirectionalShadowMap, i.uv).rgb;
//c = color * (half4(saturate(shadows), 1));
}
// lights
float fDepth = i.worldDirection.z; // LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);
float3 worldPos = (i.worldDirection / i.pos.w) * fDepth + _WorldSpaceCameraPos;
c += saturate(ApplyLighting(color.rgb, i.normal, worldPos, 1));
color = c;
}
return color;
}
float getMaxEdgeLen(float3 v0, float3 v1, float3 v2)
{
float maxEdgeLen = distance(v0, v1);
maxEdgeLen = max(maxEdgeLen, distance(v1, v2));
maxEdgeLen = max(maxEdgeLen, distance(v2, v0));
return maxEdgeLen;
}
v2f copyV2fSurf(v2f p0, float dx, float dy)
{
v2f p;
p = p0;
p.pos = p0.pos + float4(dx, dy, 0, 0);
return p;
}
[maxvertexcount(6)]
void geom(triangle v2f input[3], inout TriangleStream<v2f> outStream)
{
v2f p0 = input[0];
v2f p1 = input[1];
v2f p2 = input[2];
if (_IsPointCloud)
{
if (p0.mask)
{
float dxy = min(_ColorTex_TexelSize.x, _ColorTex_TexelSize.y) *_CoarseFactor;
p1 = copyV2fSurf(p0, dxy, 0);
p2 = copyV2fSurf(p0, 0, dxy);
v2f p3 = copyV2fSurf(p0, dxy, dxy);
outStream.Append(p0);
outStream.Append(p1);
outStream.Append(p2);
outStream.RestartStrip();
outStream.Append(p1);
outStream.Append(p3);
outStream.Append(p2);
outStream.RestartStrip();
}
}
else
{
if (p0.mask && p1.mask && p2.mask && getMaxEdgeLen(p0.vertexPos, p1.vertexPos, p2.vertexPos) < _MaxEdgeLen)
{
//p0.worldNormal = p1.worldNormal = p2.worldNormal = cross(normalize(p1.vertexPos - p0.vertexPos), normalize(p2.vertexPos - p0.vertexPos));
outStream.Append(p0);
outStream.Append(p1);
outStream.Append(p2);
outStream.RestartStrip();
}
}
}
ENDCG
}
}
}