// 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 _BodyIndexMap; StructuredBuffer _DepthMap; StructuredBuffer _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 }