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169 lines
4.1 KiB
169 lines
4.1 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/UserBlendShader"
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{
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Properties
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{
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_MainTex ("MainTex", 2D) = "white" {}
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_BackTex ("BackTex", 2D) = "white" {}
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_ColorTex ("ColorTex", 2D) = "white" {}
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_Threshold ("Depth Threshold", Range(0, 0.5)) = 0.1
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_BlurOffset("Blur Offset", Range(0, 10)) = 2
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma target 5.0
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//#pragma enable_d3d11_debug_symbols
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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//float4 _MainTex_ST;
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uniform float4 _MainTex_TexelSize;
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sampler2D _CameraDepthTexture;
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uniform sampler2D _BackTex;
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uniform sampler2D _ColorTex;
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uniform float _Threshold;
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uniform int _BlurOffset;
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uniform float _ColorResX;
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uniform float _ColorResY;
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uniform float _ColorScaleX;
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uniform float _ColorOfsX;
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uniform float _ColorMulX;
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uniform float _ColorOfsY;
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uniform float _ColorMulY;
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StructuredBuffer<uint> _DepthMap;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float4 scrPos : TEXCOORD2;
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};
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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o.uv2.x = o.uv.x;
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o.uv2.y = 1 - o.uv.y;
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o.scrPos = ComputeScreenPos(o.pos);
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return o;
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}
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half getKinectAlpha(int2 cxy, float camDepth)
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{
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int rcCount = 2 * _BlurOffset + 1;
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int maxCount = rcCount * rcCount;
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int ci0 = (int)((cxy.x - _BlurOffset) + (cxy.y - _BlurOffset) * _ColorResX);
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int pixCount = 0;
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for (int iY = -_BlurOffset; iY <= _BlurOffset; iY++)
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{
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uint ci = ci0;
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for (int iX = -_BlurOffset; iX <= _BlurOffset; iX++, ci++)
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{
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uint depth2 = _DepthMap[ci >> 1];
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//uint depth = (ci % 2 == 0 ? depth2 <<= 16 : depth2) >> 16;
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uint depth = ci & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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if (depth != 0)
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{
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float kinDepth = depth / 1000.0;
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if ((camDepth < 0.1 || camDepth >= 10.0) || (kinDepth >= 0.1 && camDepth > (kinDepth + _Threshold)))
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{
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pixCount++;
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}
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}
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else
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{
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if (camDepth < 0.1 || camDepth >= 10.0)
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{
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pixCount++;
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}
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}
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}
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ci0 += _ColorResX;
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}
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half alpha = (half)pixCount / (half)maxCount;
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return alpha;
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}
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half4 frag (v2f i) : COLOR
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{
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float camDepth = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);
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//float camDepth01 = Linear01Depth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);
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float2 ctUv = float2(_ColorOfsX + i.uv.x * _ColorMulX, 1.0 - i.uv.y /**_ColorOfsY + i.uv.y * _ColorMulY*/);
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0.0)
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{
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ctUv.y = 1.0 - ctUv.y;
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}
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#endif
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// for non-flipped textures
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float2 ctUv2 = float2(ctUv.x, 1.0 - ctUv.y);
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if (_ColorScaleX < 0.0)
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{
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ctUv.x = 1.0 - ctUv.x;
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}
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uint cx = (int)(ctUv.x * _ColorResX);
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uint cy = (int)(ctUv.y * _ColorResY);
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half4 clrBack = tex2D(_BackTex, ctUv2);
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half4 clrFront = tex2D(_ColorTex, ctUv);
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half3 clrBlend = clrBack.rgb * (1.0 - clrFront.a) + clrFront.rgb * clrFront.a;
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half4 clrMain = tex2D(_MainTex, i.uv);
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half kinAlpha = getKinectAlpha(int2(cx, cy), camDepth);
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//clrBlend = lerp(clrMain.rgb, clrBlend.rgb, kinAlpha);
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clrBlend = clrMain.rgb * (1.0 - kinAlpha) + clrBlend * kinAlpha;
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//uint ci = cx + cy * _ColorResX;
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//uint depth2 = _DepthMap[ci >> 1];
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//uint depth = ci & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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//float kinDepth = (float)depth / 4000.0;
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//return half4(kinDepth, kinDepth, kinDepth, 1.0);
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//bool mask = depth <= 1000;
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//clrBlend = half4(kinDepth, kinDepth, kinDepth, 1.0);
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//clrBlend = clrMain.rgb * (1 - mask) + clrBlend * mask;
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return half4(clrBlend, 1.0);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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