113 lines
2.9 KiB
Plaintext
113 lines
2.9 KiB
Plaintext
Shader "Oculus/OVRMRCameraFrameLit" {
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Properties{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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_DepthTex("Depth (cm)", 2D) = "black" {}
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_InconfidenceTex("Inconfidence (0-100)", 2D) = "black" {}
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_Visible("Visible", Range(0.0,1.0)) = 1.0
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert alpha:fade
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#pragma target 3.0
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#include "OVRMRChromaKey.cginc"
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#define TEST_ENVIRONMENT 0
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sampler2D _MainTex;
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sampler2D _DepthTex;
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sampler2D _MaskTex;
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float4 _TextureDimension; // (w, h, 1/w, 1/h)
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float4 _TextureWorldSize; // (width_in_meter, height_in_meter, 0, 0)
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float _SmoothFactor;
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float _DepthVariationClamp;
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float _CullingDistance;
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struct Input {
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#if TEST_ENVIRONMENT
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float2 uv_MainTex;
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#endif
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float4 screenPos;
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};
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fixed4 _Color;
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fixed _Visible;
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float4 _FlipParams; // (flip_h, flip_v, 0, 0)
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fixed GetMask(float2 uv)
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{
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return tex2D(_MaskTex, uv).r;
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}
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fixed4 GetCameraColor(float2 colorUV)
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{
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fixed4 c = tex2D(_MainTex, colorUV) * _Color;
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return c;
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}
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float GetDepth(float2 uv)
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{
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float depth = tex2D(_DepthTex, uv).x * 1.0 / 100;
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return depth;
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}
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float3 GetNormal(float2 uv)
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{
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float dz_x = GetDepth(uv + float2(_TextureDimension.z, 0)) - GetDepth(uv - float2(_TextureDimension.z, 0));
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float dz_y = GetDepth(uv + float2(0, _TextureDimension.w)) - GetDepth(uv - float2(0, _TextureDimension.w));
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dz_x = clamp(dz_x, -_DepthVariationClamp, _DepthVariationClamp);
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dz_y = clamp(dz_y, -_DepthVariationClamp, _DepthVariationClamp);
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//float dist = 0.01;
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//float3 normal = cross(float3(dist, 0, dz_x), float3(0, dist, dz_y));
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float3 normal = cross(float3(_TextureWorldSize.x * _TextureDimension.z * 2.0 * _SmoothFactor, 0, dz_x), float3(0, _TextureWorldSize.y * _TextureDimension.w * 2.0 * _SmoothFactor, dz_y));
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normal = normalize(normal);
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return normal;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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#if TEST_ENVIRONMENT
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float2 colorUV = float2(IN.uv_MainTex.x, IN.uv_MainTex.y);
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#else
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float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
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float2 colorUV = float2(screenUV.x, 1.0 - screenUV.y);
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#endif
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if (_FlipParams.x > 0.0)
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{
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colorUV.x = 1.0 - colorUV.x;
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}
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if (_FlipParams.y > 0.0)
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{
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colorUV.y = 1.0 - colorUV.y;
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}
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float mask = GetMask(colorUV);
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if (mask == 0.0)
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{
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discard;
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}
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float4 col = GetColorAfterChromaKey(colorUV, _TextureDimension.zw, 1.0);
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if (col.a < 0.0)
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{
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discard;
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}
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float depth = GetDepth(colorUV);
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if (depth > _CullingDistance)
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{
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discard;
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}
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float3 normal = GetNormal(colorUV);
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o.Albedo = col.rgb;
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o.Normal = normal;
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o.Alpha = col.a *_Visible;
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}
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ENDCG
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}
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FallBack "Alpha-Diffuse"
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}
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