dwelling act 4 (live motion cap w/ kinect azure)
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Shader "Kinect/TransformTexShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off
ZWrite Off
ZTest LEqual
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4x4 _TransformMat;
uniform float4 _TexST; // _MainTex_ST;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(mul(_TransformMat, v.vertex));
o.uv = v.uv * _TexST.xy + _TexST.zw;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
if(i.uv.x < 0 || i.uv.x > 1 || i.uv.y < 0 || i.uv.y > 1)
return fixed4(0, 0, 0, 0);
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}