Unity Kinect v2 with ms-sdk20 green screen keying shader modify transparent background

Source: Internet
Author: User

It's kinect2.0.

Kinect v2 with Ms-sdk20 plugin

In the example of the default greenscreen inside is green, the request is changed to transparent, the following directly on the code

Let's get the background and see if it's transparent.

Shader "Dx11/greenscreenshader" {subshader {///transparent requires this Blend Srcalpha oneminussrcalpha Tags {"Queue" = "alphatest"} Pass {cgprogram #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "Unitycg.cginc" T
 
 Exture2d _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) && depthc 
         Oordinates[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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