// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/UserBodyImageShader" { // Properties { // _MainTex ("Base (RGB)", 2D) = "black" {} // } 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 uint _MinDepth; uniform uint _MaxDepth; StructuredBuffer _BodyIndexMap; //StructuredBuffer _DepthMap; //uniform float _TotalPoints; // dummy //uniform uint _FirstUserIndex; // dummy //StructuredBuffer _HistMap; // dummy 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; } float4 frag (v2f i) : COLOR { uint dx = (uint)(i.uv.x * _TexResX); uint dy = (uint)(i.uv.y * _TexResY); uint di = (dx + dy * _TexResX); //uint depth2 = _DepthMap[di >> 1]; //uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff; //depth = (depth >= _MinDepth && depth <= _MaxDepth) * depth; uint bi4 = _BodyIndexMap[di >> 2]; uint bi = 255; 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; } float clrPlayer = /**depth != 0 &&*/ bi != 255 ? 1.0 : 0.0; return float4(clrPlayer, clrPlayer, clrPlayer, clrPlayer); } ENDCG } } Fallback Off }