You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
89 lines
1.8 KiB
89 lines
1.8 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
Shader "Kinect/UserBodyImageShader" {
|
|
// Properties {
|
|
// _MainTex ("Base (RGB)", 2D) = "black" {}
|
|
// }
|
|
|
|
SubShader {
|
|
Pass {
|
|
ZTest Always Cull Off ZWrite Off
|
|
Fog { Mode off }
|
|
|
|
CGPROGRAM
|
|
#pragma target 5.0
|
|
//#pragma enable_d3d11_debug_symbols
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
//uniform sampler2D _MainTex;
|
|
uniform uint _TexResX;
|
|
uniform uint _TexResY;
|
|
uniform uint _MinDepth;
|
|
uniform uint _MaxDepth;
|
|
|
|
StructuredBuffer<uint> _BodyIndexMap;
|
|
//StructuredBuffer<uint> _DepthMap;
|
|
|
|
//uniform float _TotalPoints; // dummy
|
|
//uniform uint _FirstUserIndex; // dummy
|
|
//StructuredBuffer<uint> _HistMap; // dummy
|
|
|
|
struct v2f {
|
|
float4 pos : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
v2f vert (appdata_base v)
|
|
{
|
|
v2f o;
|
|
|
|
o.pos = UnityObjectToClipPos (v.vertex);
|
|
o.uv = v.texcoord;
|
|
|
|
return o;
|
|
}
|
|
|
|
float4 frag (v2f i) : COLOR
|
|
{
|
|
uint dx = (uint)(i.uv.x * _TexResX);
|
|
uint dy = (uint)(i.uv.y * _TexResY);
|
|
uint di = (dx + dy * _TexResX);
|
|
|
|
//uint depth2 = _DepthMap[di >> 1];
|
|
//uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
|
|
//depth = (depth >= _MinDepth && depth <= _MaxDepth) * depth;
|
|
|
|
uint bi4 = _BodyIndexMap[di >> 2];
|
|
uint bi = 255;
|
|
|
|
switch (di & 3)
|
|
{
|
|
case 0:
|
|
bi = bi4 & 255;
|
|
break;
|
|
case 1:
|
|
bi = (bi4 >> 8) & 255;
|
|
break;
|
|
case 2:
|
|
bi = (bi4 >> 16) & 255;
|
|
break;
|
|
case 3:
|
|
bi = (bi4 >> 24) & 255;
|
|
break;
|
|
}
|
|
|
|
float clrPlayer = /**depth != 0 &&*/ bi != 255 ? 1.0 : 0.0;
|
|
|
|
return float4(clrPlayer, clrPlayer, clrPlayer, clrPlayer);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
Fallback Off
|
|
}
|