59 lines
No EOL
1.1 KiB
Text
59 lines
No EOL
1.1 KiB
Text
// 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
|
|
} |