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