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64 lines
998 B
64 lines
998 B
Shader "Hidden/Kinect2MotionDebug"
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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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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma geometry geom
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2g
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{
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float4 vertex : SV_POSITION;
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};
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struct g2f
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{
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float4 vertex : SV_POSITION;
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};
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fixed4 _Color;
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#ifdef SHADER_API_D3D11
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StructuredBuffer<float4> ssbo;
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#endif
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v2g vert(appdata_base v, uint vid : SV_VertexID)
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{
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v2g o = (v2g)0;
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#ifdef SHADER_API_D3D11
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o.vertex = float4(ssbo[vid].xyz, 1);
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#endif
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return o;
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}
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[maxvertexcount(1)]
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void geom(point v2g input[1], inout PointStream<g2f> OutputStream)
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{
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g2f o = (g2f)0;
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o.vertex = UnityObjectToClipPos(input[0].vertex.xyz);
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OutputStream.Append(o);
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}
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fixed4 frag(g2f i) : SV_Target
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{
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fixed4 col = fixed4(1, 1, 1, 1);
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return col;
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}
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ENDCG
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}
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}
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}
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