t1 / TFDContents / Assets / Resources / DepthShader.shader @ 9
이력 | 보기 | 이력해설 | 다운로드 (2.24 KB)
1 | 3 | KTH | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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2 | |||
3 | Shader "Kinect/DepthShader" { |
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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 | uniform float _TotalPoints; |
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26 | uniform int _FirstUserIndex; |
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27 | |||
28 | StructuredBuffer<float> _DepthBuffer; |
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29 | StructuredBuffer<float> _HistBuffer; |
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30 | StructuredBuffer<float> _BodyIndexBuffer; |
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31 | |||
32 | struct v2f { |
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33 | float4 pos : SV_POSITION; |
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34 | float2 uv : TEXCOORD0; |
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35 | }; |
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36 | |||
37 | v2f vert (appdata_base v) |
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38 | { |
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39 | v2f o; |
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40 | |||
41 | o.pos = UnityObjectToClipPos (v.vertex); |
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42 | o.uv = v.texcoord; |
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43 | |||
44 | return o; |
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45 | } |
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46 | |||
47 | float4 frag (v2f i) : COLOR |
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48 | { |
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49 | int dx = (int)(i.uv.x * _TexResX); |
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50 | int dy = (int)(i.uv.y * _TexResY); |
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51 | int di = (int)(dx + dy * _TexResX); |
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52 | |||
53 | //float player = tex2D(_MainTex, i.uv).w; |
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54 | //int playerIndex = (int)(player * 255); |
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55 | |||
56 | float playerIndex = (int)_BodyIndexBuffer[di]; |
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57 | |||
58 | //if (player != 0) |
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59 | if (playerIndex != 255) |
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60 | { |
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61 | int depth = (int)_DepthBuffer[di]; |
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62 | float hist = 1 - (_HistBuffer[depth] / _TotalPoints); |
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63 | |||
64 | if((playerIndex % 8) == _FirstUserIndex) |
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65 | { |
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66 | return float4(hist, hist, 0, 1); // yellow |
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67 | } |
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68 | else |
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69 | { |
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70 | switch(playerIndex % 4) |
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71 | { |
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72 | case 0: |
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73 | return float4(hist, 0, 0, 0.9); // red |
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74 | case 1: |
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75 | return float4(0, hist, 0, 0.9); // green |
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76 | case 2: |
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77 | return float4(0, 0, hist, 0.9); // blue |
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78 | case 3: |
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79 | return float4(hist, 0, hist, 0.9); // magenta |
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80 | } |
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81 | } |
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82 | |||
83 | return float4(hist, hist, hist, 1); // white |
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84 | } |
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85 | // else |
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86 | // { |
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87 | // float depth = _DepthBuffer[di]; |
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88 | // if(depth == 0) depth = 5000; |
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89 | // float hist = 1 - depth / 5000; |
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90 | // |
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91 | // return float4(hist, hist, hist, 1); // gray |
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92 | // } |
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93 | |||
94 | return float4(0, 0, 0, 0); // invisible |
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95 | } |
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96 | |||
97 | ENDCG |
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98 | } |
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99 | } |
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100 | |||
101 | Fallback Off |
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102 | } |