215 lines
5 KiB
GLSL
215 lines
5 KiB
GLSL
Shader "Kinect/UserMeshShader"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_ColorTex ("Albedo (RGB)", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "True" }
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//LOD 200
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Cull Off
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Blend Off
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CGPROGRAM
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//#include "UnityCG.cginc"
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#pragma target 5.0
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#pragma surface surf Lambert vertex:vert addshadow
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#pragma exclude_renderers d3d11_9x
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sampler2D _ColorTex;
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float4 _ColorTex_TexelSize;
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//float4 _ColorTex_ST;
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#ifdef SHADER_API_D3D11
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StructuredBuffer<uint> _DepthMap;
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StructuredBuffer<uint> _BodyIndexMap;
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StructuredBuffer<float> _SpaceTable;
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#endif
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int _CoarseFactor;
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float2 _SpaceScale;
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float2 _TexRes;
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float2 _Cxy;
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float2 _Fxy;
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uint _UserBodyIndex;
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float3 _UserBodyPos;
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float4x4 _Transform;
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struct Input
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{
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float2 uv_ColorTex : TEXCOORD0;
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float4 vertexPos : TEXCOORD2;
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};
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//half _Glossiness;
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//half _Metallic;
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fixed4 _Color;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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uint getDepthAt(float2 ui, out uint bi)
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{
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uint dx = (uint)(ui.x * _TexRes.x);
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uint dy = (uint)(ui.y * _TexRes.y);
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uint di = (dx + dy * _TexRes.x);
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uint depth2 = 0;
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uint bi4 = 0;
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bi = 255;
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#ifdef SHADER_API_D3D11
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depth2 = _DepthMap[di >> 1];
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bi4 = _BodyIndexMap[di >> 2];
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#endif
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uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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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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return depth;
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}
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float4 getSpacePos(float2 ui, float fDepth, float fAplha)
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{
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uint dx = (uint)(ui.x * _TexRes.x);
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uint dy = (uint)(ui.y * _TexRes.y);
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uint di = (dx + dy * _TexRes.x) * 3;
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#ifdef SHADER_API_D3D11
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float4 spacePos = float4(_SpaceTable[di] * fDepth * _SpaceScale.x, _SpaceTable[di + 1] * fDepth * _SpaceScale.y, fDepth, fAplha);
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#else
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float4 spacePos = float4(0, 0, 0, fAplha);
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#endif
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return spacePos;
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}
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void vert(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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float2 posDepth = (float2)v.vertex;
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uint bi = 255;
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uint depth = getDepthAt(posDepth, bi);
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float dTexX = _ColorTex_TexelSize.x * _CoarseFactor;
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float dTexY = _ColorTex_TexelSize.y * _CoarseFactor;
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const float2 ofsToCheck[8] = {
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float2(-dTexX, -dTexY), float2(0, -dTexY), float2(dTexX, -dTexY),
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float2(-dTexX, 0), float2(dTexX, 0),
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float2(-dTexX, dTexY), float2(0, dTexY), float2(dTexX, dTexY)
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};
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if (depth == 0)
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{
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uint maxDepth = 0;
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uint minBI = 255;
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uint numValid = 0;
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for (int i = 0; i < 8; i++)
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{
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uint bi2 = 255;
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uint depth2 = getDepthAt(posDepth + ofsToCheck[i], bi2);
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maxDepth = max(maxDepth, depth2);
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minBI = min(minBI, bi2);
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numValid += (depth2 != 0);
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}
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if (numValid > 0)
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{
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depth = maxDepth;
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bi = minBI;
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}
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}
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float fDepth = (float)depth * 0.001;
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//float2 oPos = posDepth * _TexRes - _Cxy; // float2(posDepth.x * _TexRes.x - _Cxy.x, posDepth.y * _TexRes.y - _Cxy.y);
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//float2 pPos = float2(oPos.x * fDepth * _SpaceScale.x / _Fxy.x, oPos.y * fDepth * _SpaceScale.y / _Fxy.y);
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//float4 vPos = float4(pPos.x, pPos.y, fDepth, v.vertex.w);
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float4 vPos = getSpacePos(posDepth, fDepth, v.vertex.w);
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//float4 wPos = mul(_Transform, vPos);
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bool mask = (bi == _UserBodyIndex && _UserBodyIndex != 255);
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if (mask)
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{
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for (int i = 0; i < 8; i++)
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{
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float2 posDepth2 = posDepth + ofsToCheck[i];
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uint bi2 = 255;
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uint depth2 = getDepthAt(posDepth2, bi2);
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//float fDepth2 = (float)depth2 * 0.001;
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//float2 oPos2 = posDepth2 * _TexRes - _Cxy;
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//float2 pPos2 = float2(oPos2.x * fDepth2 * _SpaceScale.x / _Fxy.x, oPos2.y * fDepth2 * _SpaceScale.y / _Fxy.y);
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//float4 vPos2 = float4(pPos2.x, pPos2.y, fDepth2, v.vertex.w);
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//float4 vPos2 = getSpacePos(posDepth2, fDepth2, v.vertex.w);
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//float4 wPos2 = mul(_Transform, vPos2);
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bool mask2 = (bi2 == _UserBodyIndex && _UserBodyIndex != 255);
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mask = mask && mask2;
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}
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}
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float4 vertexPos = vPos;
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v.vertex = vertexPos;
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v.texcoord.xy = posDepth;
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o.vertexPos = float4(vertexPos.xyz, mask); // vertexPos * mask; //
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float4 col = tex2D(_ColorTex, IN.uv_ColorTex);
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//float4 col = float3(1, 0, 0);
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if (IN.vertexPos.w == 0)
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{
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discard;
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}
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//o.Emission = col * _Color;
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o.Albedo = col * _Color;
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o.Alpha = col.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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