// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/InfraredImageShader" { 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; uniform uint _TexResX; uniform uint _TexResY; uniform float _MinValue; uniform float _MaxValue; StructuredBuffer _InfraredMap; 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; } half4 frag (v2f i) : COLOR { uint dx = (uint)(i.uv.x * _TexResX); uint dy = (uint)(i.uv.y * _TexResY); uint di = (dx + dy * _TexResX); uint ir2 = _InfraredMap[di >> 1]; uint ir = di & 1 != 0 ? ir2 >> 16 : ir2 & 0xffff; half clr = saturate(((float)ir - _MinValue) / (_MaxValue - _MinValue)); return half4(clr, clr, clr, clr != 0); } ENDCG } } Fallback Off }