dwelling act 4 (live motion cap w/ kinect azure)
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fixed4 _Color;
sampler2D _ColorTex;
float4 _ColorTex_TexelSize;
//float4 _ColorTex_ST;
float _MaxEdgeLen;
//#ifdef SHADER_API_D3D11
StructuredBuffer<uint> _DepthMap;
StructuredBuffer<uint> _BodyIndexMap;
StructuredBuffer<float> _SpaceTable;
//#endif
int _CoarseFactor;
int _IsPointCloud;
float2 _SpaceScale;
float2 _TexRes;
float2 _Cxy;
float2 _Fxy;
uint _UserBodyIndex;
uint _BodyIndexAll;
float4x4 _Transform;
float3 _PosMin;
float3 _PosMax;
struct Input
{
float2 uv_ColorTex : TEXCOORD0;
float4 vertexPos : TEXCOORD1;
uint idx : TEXCOORD2;
bool mask : TEXCOORD3;
//float3 normal : TEXCOORD4;
};
//// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
//// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
//// #pragma instancing_options assumeuniformscaling
//UNITY_INSTANCING_BUFFER_START(Props)
// // put more per-instance properties here
//UNITY_INSTANCING_BUFFER_END(Props)
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;
}
uint getBodyDepthAt(uint di, out uint bi)
{
uint depth2 = 0;
uint bi4 = 0;
bi = 255;
//#ifdef SHADER_API_D3D11
depth2 = _DepthMap[di >> 1];
bi4 = _BodyIndexMap[di >> 2];
//#endif
uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
switch (di & 3)
{
case 0:
bi = bi4 & 255;
break;
case 1:
bi = (bi4 >> 8) & 255;
break;
case 2:
bi = (bi4 >> 16) & 255;
break;
case 3:
bi = (bi4 >> 24) & 255;
break;
}
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;
}
void vert_scene(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
float2 texUv = v.texcoord; // (float2)v.vertex;
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.vertexPos = vPos; // float4(vPos.xyz, mask); // vertexPos * mask; //
o.mask = mask;
}
void vert_body(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
float2 texUv = v.texcoord; // (float2)v.vertex;
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 bi = 255;
uint depth = getBodyDepthAt(idx, bi);
float fDepth = (float)depth * 0.001;
float4 vPos = getSpacePos(idx, fDepth);
bool mask = _BodyIndexAll != 0 ? (bi != 255) : (bi == _UserBodyIndex && _UserBodyIndex != 255);
float4 vertexPos = vPos;
v.vertex = vPos;
o.vertexPos = vPos; // float4(vPos.xyz, mask); // vertexPos * mask; //
o.mask = mask;
}
void surf(Input IN, inout SurfaceOutput o)
{
float4 col = tex2D(_ColorTex, IN.uv_ColorTex);
//float4 col = float3(1, 0, 0);
//if (!IN.mask)
//{
// discard;
//}
o.Albedo = col * _Color;
o.Alpha = col.a;
}