69 lines
1.3 KiB
Text
69 lines
1.3 KiB
Text
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/ForegroundShader"
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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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_ColorTex ("_ColorTex", 2D) = "white" {}
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_GradientTex("GradientTex (RGB)", 2D) = "white" {}
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_GradientColor("GradientColor", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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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 vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform sampler2D _ColorTex;
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uniform sampler2D _GradientTex;
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uniform half4 _GradientColor;
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float4 _MainTex_ST;
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float4 _ColorTex_ST;
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float4 _GradientTex_ST;
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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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};
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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 = TRANSFORM_TEX (v.texcoord, _MainTex);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 texMain = tex2D(_MainTex, i.uv);
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half4 texColor = tex2D(_ColorTex, i.uv);
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half gradA = tex2D(_GradientTex, i.uv).a;
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bool gradMask = gradA > 0.5 && _GradientColor.a > 0.0;
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half4 fgColor = texColor * (1.0 - gradMask) + _GradientColor * gradMask;
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half4 texForeground = half4(fgColor.rgb, texMain.a);
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return texForeground;
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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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