Shader "Kinect/UserMeshShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _ColorTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "True" } //LOD 200 Cull Off Blend Off CGPROGRAM //#include "UnityCG.cginc" #pragma target 5.0 #pragma surface surf Lambert vertex:vert addshadow #pragma exclude_renderers d3d11_9x sampler2D _ColorTex; float4 _ColorTex_TexelSize; //float4 _ColorTex_ST; #ifdef SHADER_API_D3D11 StructuredBuffer _DepthMap; StructuredBuffer _BodyIndexMap; StructuredBuffer _SpaceTable; #endif int _CoarseFactor; int _IsPointCloud; float2 _SpaceScale; float2 _TexRes; float2 _Cxy; float2 _Fxy; uint _UserBodyIndex; float3 _UserBodyPos; float4x4 _Transform; struct Input { float2 uv_ColorTex : TEXCOORD0; float4 vertexPos : TEXCOORD2; }; //half _Glossiness; //half _Metallic; fixed4 _Color; // 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 getDepthAt(float2 ui, out uint bi) { uint dx = (uint)(ui.x * _TexRes.x); uint dy = (uint)(ui.y * _TexRes.y); uint di = (dx + dy * _TexRes.x); 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(float2 ui, float fDepth, float fAplha) { uint dx = (uint)(ui.x * _TexRes.x); uint dy = (uint)(ui.y * _TexRes.y); uint di = (dx + dy * _TexRes.x) * 3; #ifdef SHADER_API_D3D11 float4 spacePos = float4(_SpaceTable[di] * fDepth * _SpaceScale.x, _SpaceTable[di + 1] * fDepth * _SpaceScale.y, fDepth, fAplha); #else float4 spacePos = float4(0, 0, 0, fAplha); #endif return spacePos; } void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); float2 posDepth = (float2)v.vertex; uint bi = 255; uint depth = getDepthAt(posDepth, bi); float dTexX = _ColorTex_TexelSize.x * _CoarseFactor; float dTexY = _ColorTex_TexelSize.y * _CoarseFactor; const float2 ofsToCheck[8] = { float2(-dTexX, -dTexY), float2(0, -dTexY), float2(dTexX, -dTexY), float2(-dTexX, 0), float2(dTexX, 0), float2(-dTexX, dTexY), float2(0, dTexY), float2(dTexX, dTexY) }; if (depth == 0 && !_IsPointCloud) { uint maxDepth = 0; uint minBI = 255; uint numValid = 0; for (int i = 0; i < 8; i++) { uint bi2 = 255; uint depth2 = getDepthAt(posDepth + ofsToCheck[i], bi2); maxDepth = max(maxDepth, depth2); minBI = min(minBI, bi2); numValid += (depth2 != 0); } if (numValid > 0) { depth = maxDepth; bi = minBI; } } float fDepth = (float)depth * 0.001; //float2 oPos = posDepth * _TexRes - _Cxy; // float2(posDepth.x * _TexRes.x - _Cxy.x, posDepth.y * _TexRes.y - _Cxy.y); //float2 pPos = float2(oPos.x * fDepth * _SpaceScale.x / _Fxy.x, oPos.y * fDepth * _SpaceScale.y / _Fxy.y); //float4 vPos = float4(pPos.x, pPos.y, fDepth, v.vertex.w); float4 vPos = getSpacePos(posDepth, fDepth, v.vertex.w); //float4 wPos = mul(_Transform, vPos); bool mask = (bi == _UserBodyIndex && _UserBodyIndex != 255); if (mask && !_IsPointCloud) { for (int i = 0; i < 8; i++) { float2 posDepth2 = posDepth + ofsToCheck[i]; uint bi2 = 255; uint depth2 = getDepthAt(posDepth2, bi2); //float fDepth2 = (float)depth2 * 0.001; //float2 oPos2 = posDepth2 * _TexRes - _Cxy; //float2 pPos2 = float2(oPos2.x * fDepth2 * _SpaceScale.x / _Fxy.x, oPos2.y * fDepth2 * _SpaceScale.y / _Fxy.y); //float4 vPos2 = float4(pPos2.x, pPos2.y, fDepth2, v.vertex.w); //float4 vPos2 = getSpacePos(posDepth2, fDepth2, v.vertex.w); //float4 wPos2 = mul(_Transform, vPos2); bool mask2 = (bi2 == _UserBodyIndex && _UserBodyIndex != 255); mask = mask && mask2; } } float4 vertexPos = vPos; v.vertex = vertexPos; v.texcoord.xy = posDepth; o.vertexPos = float4(vertexPos.xyz, mask); // vertexPos * mask; // } void surf(Input IN, inout SurfaceOutput o) { float4 col = tex2D(_ColorTex, IN.uv_ColorTex); //float4 col = float3(1, 0, 0); if (IN.vertexPos.w < 0.99999) { discard; } //o.Emission = col * _Color; o.Albedo = col * _Color; o.Alpha = col.a; //float3 nPos = IN.vertexPos.xyz; //nPos.xy = nPos.xy / nPos.z; //float3 dx = ddx(nPos); //float3 dy = ddy(nPos); //float3 n = normalize(cross(dx, dy)); //o.Normal = n; } ENDCG } FallBack "Diffuse" }