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

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kinect/DilateShader" {
Properties
{
_MainTex ("_MainTex", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float _TexResX;
uniform float _TexResY;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, i.uv);
float maxValue = 0.0;
for(int y = -1; y < 2; y++)
{
for(int x = -1; x < 2; x++)
{
float val = tex2D(_MainTex, float2(i.uv.x + (float)x/_TexResX, i.uv.y + (float)y/_TexResY)).w;
if(val > 0.0)
maxValue = 1.0;
}
}
//return fixed4(texColor.r, texColor.g, texColor.b, maxValue);
return fixed4(1.0, 1.0, 1.0, maxValue);
}
ENDCG
}
}
}