dwelling act 4 (live motion cap w/ kinect azure)
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#pragma kernel BakeColorDepth
uint2 _ColorRes;
uint2 _DepthRes;
StructuredBuffer<uint> _DepthMap;
StructuredBuffer<float> _Color2DepthMap;
//Texture2D<float4> _ColorTex;
RWStructuredBuffer<uint> _ColorDepthMap;
[numthreads(8, 8, 1)]
void BakeColorDepth(uint3 id : SV_DispatchThreadID)
{
//if (id.x & 1 == 0)
{
// depth0
uint ci = id.x + id.y * _ColorRes.x;
uint depth = 0;
if (!isinf(_Color2DepthMap[ci << 1]))
{
int dx = _Color2DepthMap[ci << 1];
int dy = _Color2DepthMap[(ci << 1) + 1];
uint di = dx + dy * _DepthRes.x;
uint depth2 = _DepthMap[di >> 1];
depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
}
uint cdepth0 = depth;
// depth1
uint ci1 = ci + 1;
depth = 0;
if (!isinf(_Color2DepthMap[ci1 << 1]))
{
int dx = _Color2DepthMap[ci1 << 1];
int dy = _Color2DepthMap[(ci1 << 1) + 1];
uint di = dx + dy * _DepthRes.x;
uint depth2 = _DepthMap[di >> 1];
depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
}
uint cdepth1 = depth << 16;
_ColorDepthMap[ci >> 1] = cdepth0 | cdepth1;
}
}