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