比较提交

...
此合并请求有变更与目标分支冲突。
/TestProjects/PerceptionHDRP/ProjectSettings/EditorBuildSettings.asset
/TestProjects/PerceptionHDRP/ProjectSettings/GraphicsSettings.asset
/TestProjects/PerceptionURP/Packages/manifest.json
/TestProjects/PerceptionURP/Packages/packages-lock.json
/TestProjects/PerceptionURP/Assets/Settings/ForwardRenderer.asset
/TestProjects/PerceptionHDRP/Assets/Resources.meta

4 次代码提交

作者 SHA1 备注 提交日期
Jon Hogins 724dccd0 WIP work on semantic filtering 3 年前
Mohsen Kamalzadeh 6de91597 read texture scale and offset from main text in main tex mask mode 3 年前
Mohsen Kamalzadeh a78ec53e added mask test object 3 年前
Mohsen Kamalzadeh c1a54814 some tests local commit only 3 年前
共有 135 个文件被更改,包括 6358 次插入59 次删除
  1. 5
      TestProjects/PerceptionHDRP/ProjectSettings/EditorBuildSettings.asset
  2. 1
      TestProjects/PerceptionHDRP/ProjectSettings/GraphicsSettings.asset
  3. 2
      TestProjects/PerceptionURP/Packages/manifest.json
  4. 37
      TestProjects/PerceptionURP/Packages/packages-lock.json
  5. 5
      TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset
  6. 2
      TestProjects/PerceptionURP/Assets/Settings/ForwardRenderer.asset
  7. 8
      TestProjects/PerceptionURP/Assets/IdLabelConfig.asset
  8. 12
      TestProjects/PerceptionURP/Assets/SemanticSegmentationLabelingConfiguration.asset
  9. 620
      TestProjects/PerceptionURP/Assets/Scenes/SampleScene.unity
  10. 9
      com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs
  11. 2
      com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Materials/SegmentationMaterial.mat
  12. 2
      com.unity.perception/Runtime/GroundTruth/RenderPasses/CrossPipelinePasses/GroundTruthCrossPipelinePass.cs
  13. 44
      com.unity.perception/Runtime/GroundTruth/RenderPasses/CrossPipelinePasses/InstanceSegmentationCrossPipelinePass.cs
  14. 67
      com.unity.perception/Runtime/GroundTruth/RenderPasses/CrossPipelinePasses/SemanticSegmentationCrossPipelinePass.cs
  15. 7
      com.unity.perception/Runtime/GroundTruth/RenderPasses/HdrpPasses/SemanticSegmentationPass.cs
  16. 41
      com.unity.perception/Runtime/GroundTruth/Resources/InstanceSegmentation.shader
  17. 61
      com.unity.perception/Runtime/GroundTruth/Resources/SemanticSegmentation.shader
  18. 8
      TestProjects/PerceptionHDRP/Assets/Resources.meta
  19. 8
      TestProjects/PerceptionHDRP/Assets/Samples.meta
  20. 8
      TestProjects/PerceptionURP/Assets/Lit.mat.meta
  21. 8
      TestProjects/PerceptionURP/Assets/Materials.meta
  22. 91
      TestProjects/PerceptionURP/Assets/New Material.mat
  23. 8
      TestProjects/PerceptionURP/Assets/New Material.mat.meta
  24. 58
      TestProjects/PerceptionURP/Assets/NewUnlitShader.shader
  25. 9
      TestProjects/PerceptionURP/Assets/NewUnlitShader.shader.meta
  26. 8
      TestProjects/PerceptionURP/Assets/Samples.meta
  27. 56
      TestProjects/PerceptionURP/Assets/TestShader.shader
  28. 9
      TestProjects/PerceptionURP/Assets/TestShader.shader.meta
  29. 60
      TestProjects/PerceptionURP/Assets/TestShader2.shader
  30. 9
      TestProjects/PerceptionURP/Assets/TestShader2.shader.meta
  31. 8
      TestProjects/PerceptionURP/Assets/sebastian.meta
  32. 8
      TestProjects/PerceptionURP/Assets/test_border.png
  33. 92
      TestProjects/PerceptionURP/Assets/test_border.png.meta
  34. 1001
      TestProjects/PerceptionURP/Assets/test_gradient.png
  35. 92
      TestProjects/PerceptionURP/Assets/test_gradient.png.meta
  36. 23
      TestProjects/PerceptionURP/Assets/testext-transback.png
  37. 92
      TestProjects/PerceptionURP/Assets/testext-transback.png.meta
  38. 43
      TestProjects/PerceptionURP/Assets/testext.png
  39. 104
      TestProjects/PerceptionURP/Assets/testext.png.meta
  40. 1001
      TestProjects/PerceptionURP/Assets/testtex-semitrans.png
  41. 92
      TestProjects/PerceptionURP/Assets/testtex-semitrans.png.meta
  42. 20
      TestProjects/PerceptionURP/Assets/testtext-small-mask.png
  43. 92
      TestProjects/PerceptionURP/Assets/testtext-small-mask.png.meta
  44. 23
      TestProjects/PerceptionURP/Assets/testtext.png
  45. 92
      TestProjects/PerceptionURP/Assets/testtext.png.meta
  46. 91
      TestProjects/PerceptionURP/Assets/transparent.mat
  47. 8
      TestProjects/PerceptionURP/Assets/transparent.mat.meta
  48. 693
      TestProjects/PerceptionURP/Assets/treemask.png
  49. 92
      TestProjects/PerceptionURP/Assets/treemask.png.meta
  50. 90
      TestProjects/PerceptionURP/Assets/Lit.mat
  51. 8
      TestProjects/PerceptionURP/Assets/Scenes/SampleScene.meta
  52. 7
      TestProjects/PerceptionURP/Assets/Scenes/ShaderTests.unity.meta
  53. 1001
      TestProjects/PerceptionURP/Assets/Scenes/ShaderTests.unity
  54. 8
      com.unity.perception/Runtime/GroundTruth/Exporters.meta
  55. 11
      com.unity.perception/Runtime/GroundTruth/Labeling/SemanticSegmentationBehaviour.cs.meta
  56. 12
      com.unity.perception/Runtime/GroundTruth/Labeling/SemanticSegmentationBehaviour.cs
  57. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception.meta
  58. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2.meta
  59. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files.meta
  60. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Objects.meta
  61. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Objects/Materials.meta
  62. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Objects/Models.meta
  63. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Objects/Prefabs.meta
  64. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures.meta
  65. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Avocado.meta
  66. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Kiwi.meta
  67. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Lime.meta
  68. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Melon.meta
  69. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Melon/Cantaloupe.meta
  70. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Melon/Galia-Melon.meta
  71. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Melon/Honeydew-Melon.meta
  72. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Melon/Watermelon.meta
  73. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Orange.meta
  74. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Passion-Fruit.meta
  75. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Pear.meta
  76. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Pear/Anjou.meta
  77. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Pear/Conference.meta
  78. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Pear/Kaiser.meta
  79. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Plum.meta
  80. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Background Textures/Red-Grapefruit.meta
  81. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Foreground Objects.meta
  82. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Foreground Objects/Phase 1.meta
  83. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Foreground Objects/Phase 1/Materials.meta
  84. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Foreground Objects/Phase 1/Models.meta
  85. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Foreground Objects/Phase 1/Prefabs.meta
  86. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Foreground Objects/Phase 1/Textures.meta
  87. 8
      TestProjects/PerceptionHDRP/Assets/Samples/Perception/0.8.0-preview.2/Tutorial Files/Shaders.meta
  88. 100
      TestProjects/PerceptionURP/Assets/Materials/BlueTest.mat

5
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1
TestProjects/PerceptionHDRP/ProjectSettings/GraphicsSettings.asset


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2
TestProjects/PerceptionURP/Packages/manifest.json


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37
TestProjects/PerceptionURP/Packages/packages-lock.json


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5
TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset


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TestProjects/PerceptionURP/Assets/IdLabelConfig.asset


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12
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620
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9
com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs


/// </summary>
public SemanticSegmentationLabelConfig labelConfig;
public LayerMask layerMask = ~0;
/// <summary>
/// Event information for <see cref="SemanticSegmentationLabeler.imageReadback"/>
/// </summary>

#if HDRP_PRESENT
var gameObject = perceptionCamera.gameObject;
var customPassVolume = gameObject.GetComponent<CustomPassVolume>() ?? gameObject.AddComponent<CustomPassVolume>();
var gameObjectForVolume = new GameObject();
gameObjectForVolume.transform.parent = gameObject.transform;
gameObjectForVolume.name = "Semantic Segmentation Volume";
var customPassVolume = gameObjectForVolume.AddComponent<CustomPassVolume>();
m_SemanticSegmentationPass = new SemanticSegmentationPass(myCamera, targetTexture, labelConfig)
m_SemanticSegmentationPass = new SemanticSegmentationPass(myCamera, targetTexture, labelConfig, layerMask)
{
name = "Labeling Pass"
};

2
com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Materials/SegmentationMaterial.mat


m_Offset: {x: 0, y: 0}
m_Floats:
- _AlphaClip: 1
- _BackTransparency: 0
- _BackTransparency: 0.78313255
- _Blend: 2
- _BlendOp: 0
- _BumpScale: 1

2
com.unity.perception/Runtime/GroundTruth/RenderPasses/CrossPipelinePasses/GroundTruthCrossPipelinePass.cs


{
rendererConfiguration = PerObjectData.None,
renderQueueRange = new RenderQueueRange { lowerBound = 0, upperBound = 5000 },
sortingCriteria = SortingCriteria.CommonOpaque,
sortingCriteria = SortingCriteria.BackToFront,
excludeObjectMotionVectors = false,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = overrideMaterialPassIndex,

44
com.unity.perception/Runtime/GroundTruth/RenderPasses/CrossPipelinePasses/InstanceSegmentationCrossPipelinePass.cs


Debug.LogError($"Could not get a unique color for {instanceId}");
mpb.SetVector(k_SegmentationIdProperty, (Color)color);
Texture mainTex = null;
var mainTexSt = new Vector4(1, 1, 0, 0);
if (renderer && renderer.material)
{
if (renderer.material.HasProperty("_MainTex"))
{
var mat = renderer.material;
mainTex = mat.GetTexture("_MainTex");
mainTexSt.x = mat.mainTextureScale.x;
mainTexSt.y = mat.mainTextureScale.y;
mainTexSt.z = mat.mainTextureOffset.x;
mainTexSt.w = mat.mainTextureOffset.y;
// if (maintex)
// mpb.SetTexture("_MainTex", renderer.material.GetTexture("_MainTex"));
}
mpb.SetColor("_BaseColor", renderer.material.color);
}
var segBeh = renderer? renderer.gameObject.GetComponent<SemanticSegmentationBehaviour>() : null;
if (segBeh)
{
if (segBeh.useSegmentationMask)
{
mpb.SetFloat("_TextureIsSegmentationMask", 1);
if (segBeh.useMainTextureAsSegmask)
{
if (mainTex == null)
Debug.LogError("No texture found on object");
else
{
mpb.SetTexture("_MainTex", mainTex);
}
}
else
mpb.SetTexture("_MainTex", segBeh.segmentationMask);
mpb.SetVector("_MainTex_ST", mainTexSt);
}
//mpb.SetFloat("_TransparencyThreshold", segBeh.opacityThreshold);
}
#if PERCEPTION_DEBUG
Debug.Log($"Assigning id. Frame {Time.frameCount} id {id}");
#endif

67
com.unity.perception/Runtime/GroundTruth/RenderPasses/CrossPipelinePasses/SemanticSegmentationCrossPipelinePass.cs


// [SerializeField]
Shader m_ClassLabelingShader;
Material m_OverrideMaterial;
LayerMask m_LayerMask;
public SemanticSegmentationCrossPipelinePass(
Camera targetCamera, SemanticSegmentationLabelConfig labelConfig) : base(targetCamera)
public SemanticSegmentationCrossPipelinePass(Camera targetCamera, SemanticSegmentationLabelConfig labelConfig,
LayerMask layerMask) : base(targetCamera)
m_LayerMask = layerMask;
}
public override void Setup()

var shaderVariantCollection = new ShaderVariantCollection();
//var shaderVariantCollection = new ShaderVariantCollection();
if (shaderVariantCollection != null)
{
shaderVariantCollection.Add(
new ShaderVariantCollection.ShaderVariant(m_ClassLabelingShader, PassType.ScriptableRenderPipeline));
}
// if (shaderVariantCollection != null)
// {
// shaderVariantCollection.Add(
// new ShaderVariantCollection.ShaderVariant(m_ClassLabelingShader, PassType.ScriptableRenderPipeline));
// }
shaderVariantCollection.WarmUp();
//shaderVariantCollection.WarmUp();
}
protected override void ExecutePass(

return;
s_LastFrameExecuted = Time.frameCount;
var renderList = CreateRendererListDesc(camera, cullingResult, "FirstPass", 0, m_OverrideMaterial, -1);
var renderList = CreateRendererListDesc(camera, cullingResult, "FirstPass", 0, m_OverrideMaterial, m_LayerMask);
cmd.ClearRenderTarget(true, true, m_LabelConfig.skyColor);
DrawRendererList(renderContext, cmd, RendererList.Create(renderList));
}

// Set the labeling ID so that it can be accessed in ClassSemanticSegmentationPass.shader
mpb.SetVector(k_LabelingId, found ? entry.color : Color.black);
Texture mainTex = null;
var mainTexSt = new Vector4(1, 1, 0, 0);
if (renderer && renderer.material)
{
if (renderer.material.HasProperty("_MainTex"))
{
var mat = renderer.material;
mainTex = mat.GetTexture("_MainTex");
mainTexSt.x = mat.mainTextureScale.x;
mainTexSt.y = mat.mainTextureScale.y;
mainTexSt.z = mat.mainTextureOffset.x;
mainTexSt.w = mat.mainTextureOffset.y;
// if (maintex)
// mpb.SetTexture("_MainTex", renderer.material.GetTexture("_MainTex"));
}
mpb.SetColor("_BaseColor", renderer.material.color);
}
var segBeh = renderer? renderer.gameObject.GetComponent<SemanticSegmentationBehaviour>() : null;
if (segBeh)
{
if (segBeh.useSegmentationMask)
{
mpb.SetFloat("_TextureIsSegmentationMask", 1);
if (segBeh.useMainTextureAsSegmask)
{
if (mainTex == null)
Debug.LogError("No texture found on object");
else
{
mpb.SetTexture("_MainTex", mainTex);
}
}
else
mpb.SetTexture("_MainTex", segBeh.segmentationMask);
mpb.SetVector("_MainTex_ST", mainTexSt);
}
//mpb.SetFloat("_TransparencyThreshold", segBeh.opacityThreshold);
}
}
public override void ClearMaterialProperties(MaterialPropertyBlock mpb, Renderer renderer, Labeling labeling, uint instanceId)

7
com.unity.perception/Runtime/GroundTruth/RenderPasses/HdrpPasses/SemanticSegmentationPass.cs


public Camera targetCamera;
SemanticSegmentationCrossPipelinePass m_SemanticSegmentationCrossPipelinePass;
private LayerMask layerMask;
public SemanticSegmentationPass(Camera targetCamera, RenderTexture targetTexture, SemanticSegmentationLabelConfig semanticSegmentationLabelConfig)
public SemanticSegmentationPass(Camera targetCamera, RenderTexture targetTexture,
SemanticSegmentationLabelConfig semanticSegmentationLabelConfig, LayerMask layerMask)
this.layerMask = layerMask;
EnsureInit();
}

{
m_SemanticSegmentationCrossPipelinePass = new SemanticSegmentationCrossPipelinePass(targetCamera, semanticSegmentationLabelConfig);
m_SemanticSegmentationCrossPipelinePass = new SemanticSegmentationCrossPipelinePass(targetCamera, semanticSegmentationLabelConfig, layerMask);
m_SemanticSegmentationCrossPipelinePass.EnsureActivated();
}
}

41
com.unity.perception/Runtime/GroundTruth/Resources/InstanceSegmentation.shader


{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BaseColor("Color", Color) = (1,1,1,1)
//_EnableTransparency ("Enable Transparency", Range(0,1)) = 1
//_TransparencyThreshold ("Transparency Threshold", Range(0,1)) = 1
_TextureIsSegmentationMask ("Use Texture as Segmentation Mask", Range(0,1)) = 0
Tags { "RenderType"="Opaque" }
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
LOD 100
Pass

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

Texture2D _MainTex;
fixed4 _BaseColor;
float4 _MainTex_ST;
//float _TransparencyThreshold;
float _TextureIsSegmentationMask;
//float _EnableTransparency;
SamplerState s_point_clamp_sampler;
float2 uv : TEXCOORD0;
float2 uv : TEXCOORD0;
};
float4 _SegmentationId;

v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return _SegmentationId;
fixed4 col = _MainTex.Sample(s_point_clamp_sampler, i.uv);
fixed4 outColor = _SegmentationId;
if (_TextureIsSegmentationMask == 1)
{
// if (col.r == 0 && col.g == 0 && col.b == 0)
// {
// outColor = fixed4(0,0,0,1);
// }
return col;
}
// float opacity = 1 * _BaseColor.a;
// if (opacity < _TransparencyThreshold)
// outColor.a = 0;
// else
// outColor.a = 1;
return outColor;
}
ENDCG
}

61
com.unity.perception/Runtime/GroundTruth/Resources/SemanticSegmentation.shader


{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BaseColor("Color", Color) = (1,1,1,1)
// _EnableTransparency ("Enable Transparency", Range(0,1)) = 1
// _TransparencyThreshold ("Transparency Threshold", Range(0,1)) = 1
_TextureIsSegmentationMask ("Use Texture as Segmentation Mask", Range(0,1)) = 0
HLSLINCLUDE
//HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// #pragma target 4.5
// #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma multi_compile_instancing
//#pragma multi_compile_instancing
ENDHLSL
//ENDHLSL
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
//Cull Off
// Pass
// {
// ZWrite On
// ColorMask 0
// }
Tags { "LightMode" = "SRP" }
Blend Off
ZWrite On
ZTest LEqual
Cull Back
CGPROGRAM

#include "UnityCG.cginc"
float4 LabelingId;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _BaseColor;
//float _TransparencyThreshold;
float _TextureIsSegmentationMask;
//float _EnableTransparency;
float2 uv : TEXCOORD0;
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};

vertScreenSpace.vertex = UnityObjectToClipPos(vertWorldSpace.vertex);
vertScreenSpace.uv = TRANSFORM_TEX(vertWorldSpace.uv, _MainTex);
return LabelingId;
fixed4 col = tex2D(_MainTex, vertScreenSpace.uv);
fixed4 outColor = LabelingId;
if (_TextureIsSegmentationMask == 1)
{
if (col.r == 0 && col.g == 0 && col.b == 0)
col = fixed4(0,0,0,1);
return col;
}
// //float opacity = col.a * _BaseColor.a;
// float opacity = 2;
// if (opacity < _TransparencyThreshold)
// outColor.a = 0;
// else
// outColor.a = 1;
return outColor;
}
ENDCG

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TestProjects/PerceptionURP/Assets/NewUnlitShader.shader


Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

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TestProjects/PerceptionURP/Assets/TestShader.shader


Shader "Perception/TestShader"
{
Properties
{
_BaseColor("Color", Color) = (1,1,1,1)
[PerObjectData] LabelingId("Labeling Id", Vector) = (0,0,0,1)
}
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CGPROGRAM
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#pragma fragment semanticSegmentationFragmentStage
#include "UnityCG.cginc"
fixed4 _BaseColor;
float4 LabelingId;
struct in_vert
{
float4 vertex : POSITION;
};
struct vertexToFragment
{
float4 vertex : SV_POSITION;
};
vertexToFragment semanticSegmentationVertexStage (in_vert vertWorldSpace)
{
vertexToFragment vertScreenSpace;
vertScreenSpace.vertex = UnityObjectToClipPos(vertWorldSpace.vertex);
return vertScreenSpace;
}
fixed4 semanticSegmentationFragmentStage (vertexToFragment vertScreenSpace) : SV_Target
{
fixed4 color = LabelingId;
return color;
}
ENDCG
}
}
}

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60
TestProjects/PerceptionURP/Assets/TestShader2.shader


Shader "Perception/TestShader2"
{
Properties
{
_BaseColor("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex semanticSegmentationVertexStage
#pragma fragment semanticSegmentationFragmentStage
#include "UnityCG.cginc"
fixed4 _BaseColor;
sampler2D _MainTex;
float4 _MainTex_ST;
struct in_vert
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
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struct vertexToFragment
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
vertexToFragment semanticSegmentationVertexStage (in_vert vertWorldSpace)
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vertexToFragment vertScreenSpace;
vertScreenSpace.vertex = UnityObjectToClipPos(vertWorldSpace.vertex);
vertScreenSpace.uv = TRANSFORM_TEX(vertWorldSpace.uv, _MainTex);
return vertScreenSpace;
}
fixed4 semanticSegmentationFragmentStage (vertexToFragment vertScreenSpace) : SV_Target
{
fixed4 col = tex2D(_MainTex, vertScreenSpace.uv);
return col * _BaseColor;
}
ENDCG
}
}
}

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TestProjects/PerceptionURP/Assets/testext.png

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TestProjects/PerceptionURP/Assets/testtex-semitrans.png
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文件差异内容过多而无法显示
查看文件

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using System.Collections;
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public class SemanticSegmentationBehaviour : MonoBehaviour
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//public bool enableTransparency = false;
//public float opacityThreshold = 1;
public bool useSegmentationMask;
public Texture segmentationMask;
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