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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kinect/UserHistImageShader" {
//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;
uniform float _TotalPoints;
//uniform uint _FirstUserIndex;
uniform float4 _BodyIndexColors[100];
StructuredBuffer<uint> _BodyIndexMap;
StructuredBuffer<uint> _DepthMap;
StructuredBuffer<uint> _HistMap;
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 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;
}
if (bi != 255)
{
uint depth2 = _DepthMap[di >> 1];
uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
depth = (depth >= _MinDepth && depth <= _MaxDepth) * depth;
float hist = 1.0 - ((float)_HistMap[depth] / (float)_TotalPoints);
float4 clrBody = _BodyIndexColors[bi] * hist;
return float4(clrBody.rgb, depth != 0);
}
return float4(0, 0, 0, 0); // invisible
}
ENDCG
}
}
Fallback Off
}