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177 lines
3.4 KiB
177 lines
3.4 KiB
Shader "Kinect/ForegroundBlendShader" {
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Properties
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{
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_ColorTex("_ColorTex", 2D) = "white" {}
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_AlphaTex("_AlphaTex", 2D) = "white" {}
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent"
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"Queue" = "Transparent-1"
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}
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Pass
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{
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 5.0
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#include "UnityCG.cginc"
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#include "FragmentLighting.cginc"
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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float3 normal : NORMAL;
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float3 worldDirection : TEXCOORD1;
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};
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struct f2o
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{
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fixed4 color : SV_Target;
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float depth : SV_Depth;
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};
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uint _TexResX;
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uint _TexResY;
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float _DepthDistance;
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float _InvDepthVal;
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StructuredBuffer<uint> _DepthMap;
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//#define CAM_NEAR_DEPTH 0.9999
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//#define CAM_FAR_DEPTH 0.0001
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sampler2D _ColorTex;
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float4 _ColorTex_ST;
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float4 _ColorTex_TexelSize;
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sampler2D _AlphaTex;
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int _ApplyLights;
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int _ApplyShadows;
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float4 _DirectionalLights[2];
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sampler2D _DirectionalShadowMap;
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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.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.normal = v.normal;
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o.worldDirection = mul(unity_ObjectToWorld, v.vertex).xyz - _WorldSpaceCameraPos;
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o.uv = TRANSFORM_TEX(v.texcoord, _ColorTex);
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return o;
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}
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uint getSensorDepth(float2 uv, int texW, int texH)
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{
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uint dx = (uint)(uv.x * _TexResX);
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uint dy = (uint)(uv.y * _TexResY);
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uint di = (dx + dy * _TexResX);
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uint depth2 = _DepthMap[di >> 1];
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uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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return depth;
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}
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float getEyeDepth(float fDepth)
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{
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#if SHADER_API_D3D11 || SHADER_API_METAL
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fDepth = -fDepth;
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#elif SHADER_API_GLCORE
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fDepth = -fDepth * 2.0;
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#endif
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float4 vDepth = float4(0, 0, fDepth, 1);
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float4 projDepth = mul(UNITY_MATRIX_P, vDepth);
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//if (projDepth.w != projDepth.w)
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// return CAM_FAR_DEPTH;
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float eyeDepth = projDepth.b / projDepth.w;
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return eyeDepth;
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}
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f2o frag(v2f i)
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{
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f2o o;
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uint cDepth = 0;
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int nDepth = 0;
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//int v = 0;
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for (int v = -1; v <= 1; v++)
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{
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//int u = 0;
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for (int u = -1; u <= 1; u++)
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{
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float2 uv = i.uv + float2(u * _ColorTex_TexelSize.x, v * _ColorTex_TexelSize.y);
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uint depth = getSensorDepth(uv, _TexResX, _TexResY);
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cDepth += depth;
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nDepth += (depth != 0);
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}
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}
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float fDepth = (nDepth != 0 ? ((float)cDepth / abs(nDepth) * 0.001) : _InvDepthVal) + _DepthDistance;
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float eyeDepth = getEyeDepth(fDepth);
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float4 color = tex2D(_ColorTex, i.uv);
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float alpha = tex2D(_AlphaTex, i.uv).a;
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float a = alpha < 0.5 ? 0.0 : 1.0;
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o.color = color;
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o.color.a = alpha;
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o.depth = eyeDepth * a; // * a;
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if (_ApplyLights == 1)
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{
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// directional light
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color *= _DirectionalLights[1];
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half4 c = color;
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// shadows
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if (_ApplyShadows == 1)
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{
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//float3 shadows = tex2D(_DirectionalShadowMap, i.uv).rgb;
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//c = color * (half4(saturate(shadows), 1));
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}
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// lights
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float3 worldPos = (i.worldDirection / i.pos.w) * fDepth + _WorldSpaceCameraPos;
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c += saturate(ApplyLighting(color.rgb, i.normal, worldPos, 1));
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o.color.rgb = c.rgb;
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o.color.a = alpha;
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}
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return o;
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}
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ENDCG
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}
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}
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}
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