dwelling act 4 (live motion cap w/ kinect azure)
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88 lines
1.8 KiB

Shader "Kinect/ThreeDMovieShader"
{
Properties
{
_ColorTex("_ColorTex", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
ZWrite On
Cull Off
Pass
{
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float2 _TexRes;
float _MinDepth;
float _MaxDepth;
float _DepthScale;
#ifdef SHADER_API_D3D11
StructuredBuffer<uint> _DepthMap;
#endif
sampler2D _ColorTex;
float4 _ColorTex_ST;
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 vertexPos : TEXCOORD1;
};
float getDepthAt(float2 uv)
{
uint dx = (uint)(uv.x * _TexRes.x);
uint dy = (uint)(uv.y * _TexRes.y);
uint di = (dx + dy * _TexRes.x);
uint depth2 = 0;
#ifdef SHADER_API_D3D11
depth2 = _DepthMap[di >> 1];
#endif
uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
float fDepth = (float)depth * 0.001;
return (fDepth > _MinDepth && fDepth < _MaxDepth ? fDepth : _MaxDepth) *_DepthScale;
}
v2f vert (appdata_base v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.texcoord, _ColorTex); // v.uv;
float depth = getDepthAt(o.uv.xy);
v.vertex = float4(v.vertex.xy, depth, 1);
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertexPos = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 col;
col = tex2D(_ColorTex, i.uv);
//float d = (i.vertexPos.z - _MinDepth) / (_MaxDepth - _MinDepth);
//col = float4(0, 0, d, 1);
return col;
}
ENDCG
}
}
}