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

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"
}