t1 / TFDContents / Assets / Resources / BodyShader.shader @ 9
이력 | 보기 | 이력해설 | 다운로드 (1.24 KB)
1 | 3 | KTH | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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2 | |||
3 | Shader "Kinect/BodyShader" { |
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4 | // Properties { |
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5 | // _MainTex ("Base (RGB)", 2D) = "black" {} |
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6 | // } |
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7 | |||
8 | SubShader { |
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9 | Pass { |
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10 | ZTest Always Cull Off ZWrite Off |
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11 | Fog { Mode off } |
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12 | |||
13 | CGPROGRAM |
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14 | #pragma target 5.0 |
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15 | //#pragma enable_d3d11_debug_symbols |
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16 | |||
17 | #pragma vertex vert |
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18 | #pragma fragment frag |
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19 | |||
20 | #include "UnityCG.cginc" |
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21 | |||
22 | //uniform sampler2D _MainTex; |
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23 | uniform float _TexResX; |
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24 | uniform float _TexResY; |
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25 | |||
26 | StructuredBuffer<float> _BodyIndexBuffer; |
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27 | |||
28 | struct v2f { |
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29 | float4 pos : SV_POSITION; |
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30 | float2 uv : TEXCOORD0; |
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31 | }; |
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32 | |||
33 | v2f vert (appdata_base v) |
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34 | { |
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35 | v2f o; |
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36 | |||
37 | o.pos = UnityObjectToClipPos (v.vertex); |
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38 | o.uv = v.texcoord; |
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39 | |||
40 | return o; |
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41 | } |
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42 | |||
43 | float4 frag (v2f i) : COLOR |
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44 | { |
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45 | int dx = (int)(i.uv.x * _TexResX); |
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46 | int dy = (int)(i.uv.y * _TexResY); |
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47 | int di = (int)(dx + dy * _TexResX); |
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48 | |||
49 | float player = _BodyIndexBuffer[di]; |
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50 | if (player != 255) |
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51 | { |
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52 | float clrPlayer = (240 + player) / 255; |
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53 | return float4(clrPlayer, clrPlayer, clrPlayer, clrPlayer); |
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54 | } |
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55 | |||
56 | return float4(0, 0, 0, 0); |
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57 | } |
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58 | |||
59 | ENDCG |
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60 | } |
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61 | } |
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62 | |||
63 | Fallback Off |
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64 | } |