├── .gitignore ├── Assets ├── Editor.meta ├── Materials.meta ├── Materials │ ├── KinectDepth.mat │ └── KinectDepth.mat.meta ├── Scenes.meta ├── Scenes │ ├── Test.unity │ └── Test.unity.meta ├── Scripts.meta ├── Scripts │ ├── KinectDepthRenderer.cs │ ├── KinectDepthRenderer.cs.meta │ ├── KinectDepthSourceManager.cs │ ├── KinectDepthSourceManager.cs.meta │ ├── KinectDepthTextureViewer.cs │ └── KinectDepthTextureViewer.cs.meta ├── Shaders.meta ├── Shaders │ ├── KinectDepth.shader │ └── KinectDepth.shader.meta ├── Textures.meta └── Textures │ ├── Grid.psd │ └── Grid.psd.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | /Wiki/ 8 | 9 | # Autogenerated VS/MD solution and project files 10 | ExportedObj/ 11 | *.csproj 12 | *.unityproj 13 | *.sln 14 | *.suo 15 | *.tmp 16 | *.user 17 | *.userprefs 18 | *.pidb 19 | *.booproj 20 | *.svd 21 | 22 | 23 | # Unity3D generated meta files 24 | *.pidb.meta 25 | 26 | # Unity3D Generated File On Crash Reports 27 | sysinfo.txt 28 | 29 | # Builds 30 | *.apk 31 | *.unitypackage 32 | 33 | # For This Project 34 | Assets/3rd\ Parties/ 35 | Wiki 36 | Assets/Standard Assets 37 | Assets/Standard Assets.meta 38 | Assets/Plugins/ 39 | Assets/Plugins.meta 40 | Assets/Editor 41 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 507b8915455114e4fba3f4a14abad135 3 | folderAsset: yes 4 | timeCreated: 1468679756 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3dfc0e753b50e4646a9ed1efc8e0c347 3 | folderAsset: yes 4 | timeCreated: 1469366079 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Materials/KinectDepth.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/UnityKinectV2DeferredRendering/7775a4ad16b43a4509025d186ad813bdd15c25b5/Assets/Materials/KinectDepth.mat -------------------------------------------------------------------------------- /Assets/Materials/KinectDepth.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9848ccb83a421504183e3e100f06595b 3 | timeCreated: 1468083994 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 33e5ccefd4081234fae9964b64e258b1 3 | folderAsset: yes 4 | timeCreated: 1469366067 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scenes/Test.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/UnityKinectV2DeferredRendering/7775a4ad16b43a4509025d186ad813bdd15c25b5/Assets/Scenes/Test.unity -------------------------------------------------------------------------------- /Assets/Scenes/Test.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 752c833ad618a2e458acf65084642fef 3 | timeCreated: 1467738438 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b3d52979d0d3ed409b60c00170d1b33 3 | folderAsset: yes 4 | timeCreated: 1469366059 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/KinectDepthRenderer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using System.Collections.Generic; 4 | 5 | public class KinectDepthRenderer : MonoBehaviour 6 | { 7 | [SerializeField] 8 | KinectDepthSourceManager depthSourceManager; 9 | [SerializeField] 10 | Material material; 11 | [SerializeField] 12 | CameraEvent pass = CameraEvent.BeforeGBuffer; 13 | 14 | Dictionary cameras_ = new Dictionary(); 15 | Mesh quad_; 16 | Material material_; 17 | 18 | Mesh GenerateQuad() 19 | { 20 | var mesh = new Mesh(); 21 | mesh.vertices = new Vector3[4] { 22 | new Vector3( 1.0f , 1.0f, 0.0f), 23 | new Vector3(-1.0f , 1.0f, 0.0f), 24 | new Vector3(-1.0f ,-1.0f, 0.0f), 25 | new Vector3( 1.0f ,-1.0f, 0.0f), 26 | }; 27 | mesh.triangles = new int[6] { 0, 1, 2, 2, 3, 0 }; 28 | return mesh; 29 | } 30 | 31 | void CleanUp() 32 | { 33 | foreach (var pair in cameras_) { 34 | var camera = pair.Key; 35 | var buffer = pair.Value; 36 | if (camera) { 37 | camera.RemoveCommandBuffer(pass, buffer); 38 | } 39 | } 40 | cameras_.Clear(); 41 | } 42 | 43 | void OnEnable() 44 | { 45 | CleanUp(); 46 | } 47 | 48 | void OnDisable() 49 | { 50 | CleanUp(); 51 | } 52 | 53 | void Start() 54 | { 55 | material.SetTexture("_KinectDepthTexture", depthSourceManager.GetDepthTexture()); 56 | } 57 | 58 | void OnWillRenderObject() 59 | { 60 | UpdateCommandBuffer(); 61 | } 62 | 63 | void UpdateCommandBuffer() 64 | { 65 | var act = gameObject.activeInHierarchy && enabled; 66 | if (!act) { 67 | OnDisable(); 68 | return; 69 | } 70 | 71 | var camera = Camera.current; 72 | if (!camera || cameras_.ContainsKey(camera)) return; 73 | 74 | if (!quad_) quad_ = GenerateQuad(); 75 | 76 | var buffer = new CommandBuffer(); 77 | buffer.name = "KienctDepthTexture"; 78 | buffer.DrawMesh(quad_, Matrix4x4.identity, material, 0, 0); 79 | camera.AddCommandBuffer(pass, buffer); 80 | cameras_.Add(camera, buffer); 81 | } 82 | } -------------------------------------------------------------------------------- /Assets/Scripts/KinectDepthRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53a8c5f8dcb8c784cb75975f929ceef3 3 | timeCreated: 1468074338 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/KinectDepthSourceManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Windows.Kinect; 3 | 4 | public class KinectDepthSourceManager : MonoBehaviour 5 | { 6 | private KinectSensor sensor_; 7 | private DepthFrameReader depthReader_; 8 | private ushort[] data_; 9 | private byte[] rawData_; 10 | 11 | private Texture2D texture_; 12 | public Texture2D GetDepthTexture() 13 | { 14 | return texture_; 15 | } 16 | 17 | public ushort[] GetData() 18 | { 19 | return data_; 20 | } 21 | 22 | void Awake() 23 | { 24 | sensor_ = KinectSensor.GetDefault(); 25 | 26 | if (sensor_ != null) { 27 | depthReader_ = sensor_.DepthFrameSource.OpenReader(); 28 | var frameDesc = sensor_.DepthFrameSource.FrameDescription; 29 | data_ = new ushort[frameDesc.LengthInPixels]; 30 | rawData_ = new byte[frameDesc.LengthInPixels * 3]; 31 | texture_ = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.RGB24, false); 32 | 33 | if (!sensor_.IsOpen) { 34 | sensor_.Open(); 35 | } 36 | } 37 | } 38 | 39 | void Update() 40 | { 41 | if (depthReader_ != null) { 42 | var frame = depthReader_.AcquireLatestFrame(); 43 | if (frame != null) { 44 | frame.CopyFrameDataToArray(data_); 45 | 46 | for (int i = 0; i < data_.Length; ++i) { 47 | rawData_[3 * i + 0] = (byte)(data_[i] / 256); 48 | rawData_[3 * i + 1] = (byte)(data_[i] % 256); 49 | rawData_[3 * i + 2] = 0; 50 | } 51 | 52 | texture_.LoadRawTextureData(rawData_); 53 | texture_.Apply(); 54 | 55 | frame.Dispose(); 56 | frame = null; 57 | } 58 | } 59 | } 60 | 61 | void OnApplicationQuit() 62 | { 63 | if (depthReader_ != null) { 64 | depthReader_.Dispose(); 65 | depthReader_ = null; 66 | } 67 | 68 | if (sensor_ != null) { 69 | if (sensor_.IsOpen) sensor_.Close(); 70 | sensor_ = null; 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Assets/Scripts/KinectDepthSourceManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1cd019cdd7a54604b9ae8091d242d8a4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/KinectDepthTextureViewer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class KinectDepthTextureViewer : MonoBehaviour 4 | { 5 | [SerializeField] 6 | KinectDepthSourceManager depthSourceManager; 7 | 8 | void Start() 9 | { 10 | GetComponent().material.mainTexture = depthSourceManager.GetDepthTexture(); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/KinectDepthTextureViewer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c026814c05ca64542b19f1c70a06201e 3 | timeCreated: 1467738294 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad222fff30a84894da73f6ecf785458c 3 | folderAsset: yes 4 | timeCreated: 1469366075 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/KinectDepth.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/KinectDepth" 2 | { 3 | 4 | Properties 5 | { 6 | _MainTex ("Main Texture", 2D) = "" {} 7 | _LineIntensity ("Line Intensity", Range(0, 30)) = 1.0 8 | _LineResolution ("Line Resolution", Range(0, 100)) = 10.0 9 | } 10 | 11 | SubShader 12 | { 13 | 14 | Tags { "RenderType" = "Opaque" "DisableBatching" = "True" "Queue" = "Geometry+10" } 15 | Cull Off 16 | 17 | Pass 18 | { 19 | Tags { "LightMode" = "Deferred" } 20 | 21 | Stencil 22 | { 23 | Comp Always 24 | Pass Replace 25 | Ref 128 26 | } 27 | 28 | CGPROGRAM 29 | #pragma vertex vert 30 | #pragma fragment frag 31 | #pragma target 3.0 32 | #pragma multi_compile ___ UNITY_HDR_ON 33 | 34 | #include "UnityCG.cginc" 35 | 36 | struct VertInput 37 | { 38 | float4 vertex : POSITION; 39 | }; 40 | 41 | struct VertOutput 42 | { 43 | float4 vertex : SV_POSITION; 44 | float4 screenPos : TEXCOORD0; 45 | }; 46 | 47 | struct GBufferOut 48 | { 49 | half4 diffuse : SV_Target0; // rgb: diffuse, a: occlusion 50 | half4 specular : SV_Target1; // rgb: specular, a: smoothness 51 | half4 normal : SV_Target2; // rgb: normal, a: unused 52 | half4 emission : SV_Target3; // rgb: emission, a: unused 53 | float depth : SV_Depth; 54 | }; 55 | 56 | sampler2D _MainTex; 57 | sampler2D _KinectDepthTexture; 58 | float4 _KinectDepthTexture_TexelSize; 59 | float _LineIntensity; 60 | float _LineResolution; 61 | 62 | float GetDepth(float2 uv) 63 | { 64 | uv.y *= -1.0; 65 | uv.x = 1.0 - uv.x; 66 | float3 v = tex2D(_KinectDepthTexture, uv); 67 | return (v.r * 65536 + v.g * 256) * 0.001 /* mm -> m */; 68 | } 69 | 70 | float3 GetPosition(float2 uv) 71 | { 72 | float z = GetDepth(uv); 73 | float u = 2.0 * (uv.x - 0.5); 74 | float v = 2.0 * (uv.y - 0.5); 75 | float xHalf = z * 0.70803946712; // tan(35.3 deg), fov_x = 70.6 (deg). 76 | float yHalf = z * 0.57735026919; // tan(30.0 deg), fov_y = 60.0 (deg). 77 | float x = u * xHalf; 78 | float y = v * yHalf; 79 | 80 | return float3(x, y, z); 81 | } 82 | 83 | float3 GetNormal(float2 uv) 84 | { 85 | float2 uvX = uv - float2(_KinectDepthTexture_TexelSize.x, 0); 86 | float2 uvY = uv - float2(0, _KinectDepthTexture_TexelSize.y); 87 | 88 | float3 pos0 = GetPosition(uv); 89 | float3 posX = GetPosition(uvX); 90 | float3 posY = GetPosition(uvY); 91 | 92 | float3 dirX = normalize(posX - pos0); 93 | float3 dirY = normalize(posY - pos0); 94 | 95 | return 0.5 + 0.5 * cross(dirY, dirX); 96 | } 97 | 98 | float GetDepthForBuffer(float2 uv) 99 | { 100 | float4 vpPos = mul(UNITY_MATRIX_VP, float4(GetPosition(uv), 1.0)); 101 | return vpPos.z / vpPos.w; 102 | } 103 | 104 | VertOutput vert(VertInput v) 105 | { 106 | VertOutput o; 107 | o.vertex = v.vertex; 108 | o.screenPos = ComputeScreenPos(v.vertex); 109 | return o; 110 | } 111 | 112 | GBufferOut frag(VertOutput i) 113 | { 114 | float2 uv = i.screenPos.xy / i.screenPos.w; 115 | 116 | float depth = GetDepthForBuffer(uv); 117 | float3 pos = GetPosition(uv); 118 | float4 normal = float4(GetNormal(uv), 1.0); 119 | 120 | float u = fmod(pos.x, 1.0) * _LineResolution; 121 | float v = fmod(pos.y, 1.0) * _LineResolution; 122 | float w = fmod(pos.z, 1.0) * _LineResolution; 123 | 124 | GBufferOut o; 125 | o.diffuse = normal; 126 | o.specular = float4(0.0, 0.0, 0.0, 0.0); 127 | o.emission = _LineIntensity * float4( 128 | tex2D(_MainTex, float2(w, 0)).r, 129 | tex2D(_MainTex, float2(v, 0)).r, 130 | tex2D(_MainTex, float2(u, 0)).r, 131 | 1.0); 132 | o.depth = depth; 133 | o.normal = normal; 134 | 135 | #ifndef UNITY_HDR_ON 136 | o.emission = exp2(-o.emission); 137 | #endif 138 | 139 | return o; 140 | } 141 | 142 | ENDCG 143 | } 144 | 145 | } 146 | 147 | Fallback Off 148 | } -------------------------------------------------------------------------------- /Assets/Shaders/KinectDepth.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20224364e400480488c7e46585991554 3 | timeCreated: 1468080415 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55e031d114105d14d94bcfbe50c10e36 3 | folderAsset: 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/UnityKinectV2DeferredRendering/7775a4ad16b43a4509025d186ad813bdd15c25b5/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | KinectV2 Deferred Renderering 2 | ============================= 3 | How to play 4 | ----------- 5 | Download and import Kinect for Unity package from official site, then start `Test` scene in `Scenes` directory. 6 | - https://developer.microsoft.com/ja-jp/windows/kinect/tools 7 | 8 | License 9 | ------- 10 | Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License. 11 | --------------------------------------------------------------------------------