dwelling act 4 (live motion cap w/ kinect azure)
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#pragma kernel FgFiltBodyIndex
uint _TexResX;
uint _TexResY;
//uint _NumBodies;
//int _BodyIndices[10]; // ComputeShader.SetInts() doesn't work correctly
int _BodyIndexAll;
int _BodyIndex0;
int _BodyIndex1;
int _BodyIndex2;
int _BodyIndex3;
int _BodyIndex4;
StructuredBuffer<uint> _BodyIndexMap;
RWTexture2D<float4> _AlphaTex;
[numthreads(8, 8, 1)]
void FgFiltBodyIndex(uint3 id : SV_DispatchThreadID)
{
uint di = (id.x + id.y * _TexResX);
uint bi4 = _BodyIndexMap[di >> 2];
int bi = 255;
//_NumBodies = 2;
//_BodyIndices[0] = 5;
//_BodyIndices[1] = 0;
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;
}
bool mask0 = (bi != 255);
bool mask = false; // _NumBodies == 0 ? mask0 : false;
//for (uint i = 0; mask0 && i < _NumBodies; i++)
//{
// mask = mask || (bi == _BodyIndices[i]);
// if (mask) break;
//}
if (_BodyIndexAll != 0)
{
mask = mask0;
}
else
{
mask = (bi == _BodyIndex0) || (bi == _BodyIndex1) || (bi == _BodyIndex2) || (bi == _BodyIndex3) || (bi == _BodyIndex4);
}
_AlphaTex[id.xy] = float4(mask, mask, mask, mask);
}