// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/UserBlendShader" { Properties { _MainTex ("MainTex", 2D) = "white" {} _BackTex ("BackTex", 2D) = "white" {} _ColorTex ("ColorTex", 2D) = "white" {} _Threshold ("Depth Threshold", Range(0, 0.5)) = 0.1 _BlurOffset("Blur Offset", Range(0, 10)) = 2 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } 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" sampler2D _MainTex; //float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; sampler2D _CameraDepthTexture; uniform sampler2D _BackTex; uniform sampler2D _ColorTex; uniform float _Threshold; uniform int _BlurOffset; uniform float _ColorResX; uniform float _ColorResY; uniform float _ColorScaleX; uniform float _ColorOfsX; uniform float _ColorMulX; uniform float _ColorOfsY; uniform float _ColorMulY; StructuredBuffer _DepthMap; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; float4 scrPos : TEXCOORD2; }; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; o.uv2.x = o.uv.x; o.uv2.y = 1 - o.uv.y; o.scrPos = ComputeScreenPos(o.pos); return o; } half getKinectAlpha(int2 cxy, float camDepth) { int rcCount = 2 * _BlurOffset + 1; int maxCount = rcCount * rcCount; int ci0 = (int)((cxy.x - _BlurOffset) + (cxy.y - _BlurOffset) * _ColorResX); int pixCount = 0; for (int iY = -_BlurOffset; iY <= _BlurOffset; iY++) { uint ci = ci0; for (int iX = -_BlurOffset; iX <= _BlurOffset; iX++, ci++) { uint depth2 = _DepthMap[ci >> 1]; //uint depth = (ci % 2 == 0 ? depth2 <<= 16 : depth2) >> 16; uint depth = ci & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff; if (depth != 0) { float kinDepth = depth / 1000.0; if ((camDepth < 0.1 || camDepth >= 10.0) || (kinDepth >= 0.1 && camDepth > (kinDepth + _Threshold))) { pixCount++; } } else { if (camDepth < 0.1 || camDepth >= 10.0) { pixCount++; } } } ci0 += _ColorResX; } half alpha = (half)pixCount / (half)maxCount; return alpha; } half4 frag (v2f i) : COLOR { float camDepth = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r); //float camDepth01 = Linear01Depth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r); float2 ctUv = float2(_ColorOfsX + i.uv.x * _ColorMulX, 1.0 - i.uv.y /**_ColorOfsY + i.uv.y * _ColorMulY*/); #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0.0) { ctUv.y = 1.0 - ctUv.y; } #endif // for non-flipped textures float2 ctUv2 = float2(ctUv.x, 1.0 - ctUv.y); if (_ColorScaleX < 0.0) { ctUv.x = 1.0 - ctUv.x; } uint cx = (int)(ctUv.x * _ColorResX); uint cy = (int)(ctUv.y * _ColorResY); half4 clrBack = tex2D(_BackTex, ctUv2); half4 clrFront = tex2D(_ColorTex, ctUv); half3 clrBlend = clrBack.rgb * (1.0 - clrFront.a) + clrFront.rgb * clrFront.a; half4 clrMain = tex2D(_MainTex, i.uv); half kinAlpha = getKinectAlpha(int2(cx, cy), camDepth); //clrBlend = lerp(clrMain.rgb, clrBlend.rgb, kinAlpha); clrBlend = clrMain.rgb * (1.0 - kinAlpha) + clrBlend * kinAlpha; //uint ci = cx + cy * _ColorResX; //uint depth2 = _DepthMap[ci >> 1]; //uint depth = ci & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff; //float kinDepth = (float)depth / 4000.0; //return half4(kinDepth, kinDepth, kinDepth, 1.0); //bool mask = depth <= 1000; //clrBlend = half4(kinDepth, kinDepth, kinDepth, 1.0); //clrBlend = clrMain.rgb * (1 - mask) + clrBlend * mask; return half4(clrBlend, 1.0); } ENDCG } } FallBack "Diffuse" }