96 lines
No EOL
1.9 KiB
GLSL
96 lines
No EOL
1.9 KiB
GLSL
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Kinect/UserHistImageShader" {
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//Properties {
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// _MainTex ("Base (RGB)", 2D) = "black" {}
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//}
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma target 5.0
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//#pragma enable_d3d11_debug_symbols
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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//uniform sampler2D _MainTex;
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uniform uint _TexResX;
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uniform uint _TexResY;
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uniform uint _MinDepth;
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uniform uint _MaxDepth;
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uniform float _TotalPoints;
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//uniform uint _FirstUserIndex;
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uniform float4 _BodyIndexColors[100];
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StructuredBuffer<uint> _BodyIndexMap;
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StructuredBuffer<uint> _DepthMap;
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StructuredBuffer<uint> _HistMap;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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float4 frag (v2f i) : COLOR
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{
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uint dx = (uint)(i.uv.x * _TexResX);
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uint dy = (uint)(i.uv.y * _TexResY);
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uint di = (dx + dy * _TexResX);
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uint bi4 = _BodyIndexMap[di >> 2];
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uint bi = 255;
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switch (di & 3)
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{
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case 0:
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bi = bi4 & 255;
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break;
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case 1:
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bi = (bi4 >> 8) & 255;
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break;
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case 2:
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bi = (bi4 >> 16) & 255;
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break;
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case 3:
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bi = (bi4 >> 24) & 255;
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break;
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}
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if (bi != 255)
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{
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uint depth2 = _DepthMap[di >> 1];
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uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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depth = (depth >= _MinDepth && depth <= _MaxDepth) * depth;
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float hist = 1.0 - ((float)_HistMap[depth] / (float)_TotalPoints);
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float4 clrBody = _BodyIndexColors[bi] * hist;
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return float4(clrBody.rgb, depth != 0);
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}
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return float4(0, 0, 0, 0); // invisible
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}
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ENDCG
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}
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}
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Fallback Off
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} |