soundvision/UnityProject/Assets/ThridParty/AzureKinectExamples/Resources/DepthHistImageShader.shader
2019-10-26 22:49:14 +02:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kinect/DepthHistImageShader" {
Properties {
//_MainTex ("Base (RGB)", 2D) = "white" {}
_FrontColor("Front color", Color) = (1, 1, 0, 1)
_BackColor("Back color", Color) = (0, 0, 1, 1)
_InvalidColor("Invalid color", Color) = (0, 0, 0, 0)
}
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 uint _TotalPoints;
uniform float4 _FrontColor;
uniform float4 _BackColor;
uniform float4 _InvalidColor;
StructuredBuffer<uint> _DepthMap;
StructuredBuffer<uint> _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);
//return float4((float)dx / (float)_TexResX, (float)dy / (float)_TexResY, 0, 1);
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 clr = lerp(_BackColor, _FrontColor, hist);
//return float4(hist, hist, 0, 1); // yellow
return depth > 0 ? clr : _InvalidColor;
}
ENDCG
}
}
Fallback Off
}