用的是kinect2.0
Kinect v2 with MS-SDK20插件
例子中的默认greenscreen里面是绿色的,要求改成透明的,下面直接上代码
改完后放背景看看吧 是不是透明了
Shader "DX11/GreenScreenShader" { SubShader { //透明就需要这个 Blend SrcAlpha OneMinusSrcAlpha Tags {"Queue"="AlphaTest" } Pass { CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" Texture2D _MainTex; sampler SampleType; struct vs_input { float4 pos : POSITION; float2 tex : TEXCOORD0; }; StructuredBuffer<float2> depthCoordinates; StructuredBuffer<float> bodyIndexBuffer; struct ps_input { float4 pos : SV_POSITION; float2 tex : TEXCOORD0; }; ps_input vert (vs_input v) { ps_input o; o.pos = mul (UNITY_MATRIX_MVP, v.pos); o.tex = v.tex; // Flip x texture coordinate to mimic mirror. o.tex.x = 1 - v.tex.x; return o; } float4 frag (ps_input i, in uint id : SV_InstanceID) :COLOR { float4 o; int colorWidth = (int)(i.tex.x * (float)1920); int colorHeight = (int)(i.tex.y * (float)1080); int colorIndex = (int)(colorWidth + colorHeight * (float)1920); o = float4(0, 0, 0, 0); //<-- Here I set alpha to zero in my version // to feed into Transparent/cutout/diffuse if ((!isinf(depthCoordinates[colorIndex].x) && !isnan(depthCoordinates[colorIndex].x) && depthCoordinates[colorIndex].x != 0) || !isinf(depthCoordinates[colorIndex].y) && !isnan(depthCoordinates[colorIndex].y) && depthCoordinates[colorIndex].y != 0) { // We have valid depth data coordinates from our coordinate mapper. Find player mask from corresponding depth points. float player = bodyIndexBuffer[(int)depthCoordinates[colorIndex].x + (int)(depthCoordinates[colorIndex].y * 512)]; if (player != 255) { o = _MainTex.Sample(SampleType, i.tex); }else o.a = o.rgb; } // float4 sampler2[9]; // float4 minValue = float4(255,255,255,255); // for (int i = 0; i < 9; ++i) // { //sampler2[i] = texture2D(SampleType, gl_TexCoord[0].st + tc_offset[i]); //minValue = min(minValue, sampler2[i]); // } return o; } ENDCG } } Fallback Off }
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unity Kinect v2 with MS-SDK20绿屏抠像shader修改 透明背景
原文地址:http://blog.csdn.net/shenmifangke/article/details/47999373