soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/Resources/InfraredImageShader.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kinect/InfraredImageShader" {
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 float _MinValue;
uniform float _MaxValue;
StructuredBuffer<uint> _InfraredMap;
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;
}
half4 frag (v2f i) : COLOR
{
uint dx = (uint)(i.uv.x * _TexResX);
uint dy = (uint)(i.uv.y * _TexResY);
uint di = (dx + dy * _TexResX);
uint ir2 = _InfraredMap[di >> 1];
uint ir = di & 1 != 0 ? ir2 >> 16 : ir2 & 0xffff;
half clr = saturate(((float)ir - _MinValue) / (_MaxValue - _MinValue));
return half4(clr, clr, clr, clr != 0);
}
ENDCG
}
}
Fallback Off
}