195 lines
4.9 KiB
GLSL
195 lines
4.9 KiB
GLSL
Shader "Kinect/SceneMeshShader"
|
|
{
|
|
Properties
|
|
{
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
_ColorTex ("Albedo (RGB)", 2D) = "white" {}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "True" }
|
|
//LOD 200
|
|
|
|
Cull Off
|
|
Blend Off
|
|
|
|
CGPROGRAM
|
|
|
|
//#include "UnityCG.cginc"
|
|
#pragma target 5.0
|
|
|
|
#pragma surface surf Lambert vertex:vert addshadow
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
sampler2D _ColorTex;
|
|
float4 _ColorTex_TexelSize;
|
|
//float4 _ColorTex_ST;
|
|
|
|
#ifdef SHADER_API_D3D11
|
|
StructuredBuffer<uint> _DepthMap;
|
|
StructuredBuffer<float> _SpaceTable;
|
|
#endif
|
|
|
|
int _CoarseFactor;
|
|
float2 _SpaceScale;
|
|
|
|
float2 _TexRes;
|
|
float2 _Cxy;
|
|
float2 _Fxy;
|
|
|
|
float4x4 _Transform;
|
|
float3 _PosMin;
|
|
float3 _PosMax;
|
|
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_ColorTex : TEXCOORD0;
|
|
float4 vertexPos : TEXCOORD2;
|
|
};
|
|
|
|
//half _Glossiness;
|
|
//half _Metallic;
|
|
fixed4 _Color;
|
|
|
|
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
|
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
|
// #pragma instancing_options assumeuniformscaling
|
|
UNITY_INSTANCING_BUFFER_START(Props)
|
|
// put more per-instance properties here
|
|
UNITY_INSTANCING_BUFFER_END(Props)
|
|
|
|
|
|
uint getDepthAt(float2 ui)
|
|
{
|
|
uint dx = (uint)(ui.x * _TexRes.x);
|
|
uint dy = (uint)(ui.y * _TexRes.y);
|
|
uint di = (dx + dy * _TexRes.x);
|
|
|
|
uint depth2 = 0;
|
|
#ifdef SHADER_API_D3D11
|
|
depth2 = _DepthMap[di >> 1];
|
|
#endif
|
|
uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
|
|
|
|
return depth;
|
|
}
|
|
|
|
|
|
float4 getSpacePos(float2 ui, float fDepth, float fAplha)
|
|
{
|
|
uint dx = (uint)(ui.x * _TexRes.x);
|
|
uint dy = (uint)(ui.y * _TexRes.y);
|
|
uint di = (dx + dy * _TexRes.x) * 3;
|
|
|
|
#ifdef SHADER_API_D3D11
|
|
float4 spacePos = float4(_SpaceTable[di] * fDepth * _SpaceScale.x, _SpaceTable[di + 1] * fDepth * _SpaceScale.y, fDepth, fAplha);
|
|
#else
|
|
float4 spacePos = float4(0, 0, 0, fAplha);
|
|
#endif
|
|
|
|
return spacePos;
|
|
}
|
|
|
|
|
|
void vert(inout appdata_full v, out Input o)
|
|
{
|
|
UNITY_INITIALIZE_OUTPUT(Input, o);
|
|
|
|
float2 posDepth = (float2)v.vertex;
|
|
uint depth = getDepthAt(posDepth);
|
|
|
|
float dTexX = _ColorTex_TexelSize.x * _CoarseFactor;
|
|
float dTexY = _ColorTex_TexelSize.y * _CoarseFactor;
|
|
|
|
const float2 ofsToCheck[8] = {
|
|
float2(-dTexX, -dTexY), float2(0, -dTexY), float2(dTexX, -dTexY),
|
|
float2(-dTexX, 0), float2(dTexX, 0),
|
|
float2(-dTexX, dTexY), float2(0, dTexY), float2(dTexX, dTexY)
|
|
};
|
|
|
|
if (depth == 0)
|
|
{
|
|
uint maxDepth = 0;
|
|
uint numValid = 0;
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
uint depth2 = getDepthAt(posDepth + ofsToCheck[i]);
|
|
maxDepth = max(maxDepth, depth2);
|
|
numValid += (depth2 != 0);
|
|
}
|
|
|
|
depth = numValid > 0 ? maxDepth : 0;
|
|
}
|
|
|
|
float fDepth = (float)depth * 0.001;
|
|
//float2 oPos = posDepth * _TexRes - _Cxy; // float2(posDepth.x * _TexRes.x - _Cxy.x, posDepth.y * _TexRes.y - _Cxy.y);
|
|
|
|
//float2 pPos = float2(oPos.x * fDepth * _SpaceScale.x / _Fxy.x, oPos.y * fDepth * _SpaceScale.y / _Fxy.y);
|
|
//float4 vPos = float4(pPos.x, pPos.y, fDepth, v.vertex.w);
|
|
float4 vPos = getSpacePos(posDepth, fDepth, v.vertex.w);
|
|
|
|
float4 wPos = mul(_Transform, vPos);
|
|
bool mask = wPos.x >= _PosMin.x && wPos.x <= _PosMax.x && wPos.y >= _PosMin.y && wPos.y <= _PosMax.y && wPos.z >= _PosMin.z && wPos.z <= _PosMax.z;
|
|
|
|
if (mask)
|
|
{
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
float2 posDepth2 = posDepth + ofsToCheck[i];
|
|
uint depth2 = getDepthAt(posDepth2);
|
|
|
|
float fDepth2 = (float)depth2 * 0.001;
|
|
//float2 oPos2 = posDepth2 * _TexRes - _Cxy;
|
|
|
|
//float2 pPos2 = float2(oPos2.x * fDepth2 * _SpaceScale.x / _Fxy.x, oPos2.y * fDepth2 * _SpaceScale.y / _Fxy.y);
|
|
//float4 vPos2 = float4(pPos2.x, pPos2.y, fDepth2, v.vertex.w);
|
|
float4 vPos2 = getSpacePos(posDepth2, fDepth2, v.vertex.w);
|
|
|
|
float4 wPos2 = mul(_Transform, vPos2);
|
|
bool mask2 = abs(wPos2.z - wPos.z) < 0.1 &&
|
|
wPos2.x >= _PosMin.x && wPos2.x <= _PosMax.x && wPos2.y >= _PosMin.y && wPos2.y <= _PosMax.y && wPos2.z >= _PosMin.z && wPos2.z <= _PosMax.z;
|
|
mask = mask && mask2;
|
|
}
|
|
}
|
|
|
|
float4 vertexPos = vPos;
|
|
|
|
v.vertex = vertexPos;
|
|
v.texcoord.xy = posDepth;
|
|
|
|
o.vertexPos = float4(vertexPos.xyz, mask); // vertexPos * mask; //
|
|
}
|
|
|
|
|
|
void surf(Input IN, inout SurfaceOutput o)
|
|
{
|
|
float4 col = tex2D(_ColorTex, IN.uv_ColorTex);
|
|
//float4 col = float3(1, 0, 0);
|
|
|
|
if (IN.vertexPos.w == 0)
|
|
{
|
|
discard;
|
|
}
|
|
|
|
//o.Emission = col * _Color;
|
|
o.Albedo = col * _Color;
|
|
o.Alpha = col.a;
|
|
|
|
//float3 nPos = IN.vertexPos.xyz;
|
|
//nPos.xy = nPos.xy / nPos.z;
|
|
|
|
//float3 dx = ddx(nPos);
|
|
//float3 dy = ddy(nPos);
|
|
|
|
//float3 n = normalize(cross(dx, dy));
|
|
//o.Normal = n;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
|
|
FallBack "Diffuse"
|
|
}
|
|
|