// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/DepthTexShader" { Properties { //_MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma target 5.0 //#pragma enable_d3d11_debug_symbols #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" //uniform sampler2D _MainTex; StructuredBuffer _DepthMap; uint _TexResX; uint _TexResY; uint _MinDepth; uint _MaxDepth; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; return o; } fixed3 hsv2rgb(fixed3 c) { fixed4 K = fixed4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); fixed3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } float4 frag (v2f i) : COLOR { uint dx = (uint)(i.uv.x * _TexResX); uint dy = (uint)(i.uv.y * _TexResY); uint di = (dx + dy * _TexResX); //return float4((float)dx / (float)_TexResX, (float)dy / (float)_TexResY, 0, 1); uint depth2 = _DepthMap[di >> 1]; uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff; //depth = (depth >= _MinDepth && depth <= _MaxDepth) * (depth << 2); uint cDepth = clamp(depth, _MinDepth, _MaxDepth); //float r = (float)(depth & 0xff) / 255.0; //float g = (float)(depth >> 8) / 255.0; //return float4(r, g, 0.0, 1.0); float fDepth = ((float)cDepth - (float)_MinDepth) / (float)(_MaxDepth - _MinDepth); float3 hsvDepth = float3(fDepth, 1.0, 1.0); float3 rgbDepth = hsv2rgb(hsvDepth); return float4(rgbDepth * (depth != 0), 1.0); } ENDCG } } Fallback Off }