111 lines
2.7 KiB
Plaintext
111 lines
2.7 KiB
Plaintext
Shader "GcAR/DepthGrayscale"
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
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ZTest Always Cull Off ZWrite Off
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Fog { Mode off }
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Pass
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{
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// Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _webCamTexture;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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//Vertex Shader
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = v.uv;
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return o;
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}
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//Fragment Shader
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half4 frag (v2f i) : COLOR
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{
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fixed4 col = tex2D(_webCamTexture, i.uv);
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return col;
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}
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ENDCG
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}
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Pass
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{
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Blend One OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _noneCameraDepthTexture;
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sampler2D _RenderTexture;
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sampler2D _customDepthMask;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 scrPos:TEXCOORD1;
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};
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//Vertex Shader
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.scrPos = ComputeScreenPos(o.pos);
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o.uv = v.uv;
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return o;
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}
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//Fragment Shader
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half4 frag (v2f i) : COLOR
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{
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//float depthValue = Linear01Depth (tex2Dproj(_noneCameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)).r);
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float depthValue = DecodeFloatRGBA (tex2D(_noneCameraDepthTexture, i.uv));
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float customDepth = DecodeFloatRGBA(tex2D(_customDepthMask, i.uv));
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fixed4 result = fixed4(1,1,1,1);
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// 出屏部分
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if(depthValue - customDepth < -0.0001)
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result = tex2D(_RenderTexture, i.uv);
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// 景深部分
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else if(customDepth < 0.0001)
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{
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result = tex2D(_RenderTexture, i.uv);
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result.w = 1;
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}
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// 深度测试失败,遮挡丢弃部分
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else
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discard;
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return result;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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