Commit 9d349ccc authored by Mustafa Temel's avatar Mustafa Temel
Browse files

grabcut now works

parent 78b3ce41
File added
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......
......@@ -17,12 +17,14 @@ public class NTScript : MonoBehaviour
[DllImport("FancyLibrary", EntryPoint = "Coordinates")]
private static extern int Coordinates();
MeshRenderer rend;
void Start()
{
Initialize();
Debug.Log("done");
m = new Material(Shader.Find("Transparent/Diffuse"));
rend = GetComponent<MeshRenderer>();
}
void Update()
......@@ -49,22 +51,49 @@ public class NTScript : MonoBehaviour
int y = middle % 1000;
int radius = 350;
int radius = 330;
float rSquared = radius * radius;
print(x);
Color tempColor = m.color;
Material materialShader;
tempColor.a = 0f;
//Material test = (Material)Resources.Load("test", typeof(Material)); ;
m = new Material(Shader.Find("Unlit/camshader"));
rend.material.SetTexture("_MainTex", tex);
if (x > 140 && x < 500 && y > 140 && y < 340)
{
for (int u = x - radius; u < x + radius + 1; u++)
for (int v = y - radius; v < y + radius + 1; v++)
if (((x - u) * (x - u) + (y - v) * (y - v)) * 5.5 > rSquared)
tex.SetPixel(u, v, tempColor);
if (((x - u) * (x - u) + (y - v) * (y - v)) * 5.6 > rSquared)
tex.SetPixel(u, v, Color.white);
}
else
{
Color[] cols = tex.GetPixels();
for (int j = 0; j < cols.Length; j++)
cols[j] = tempColor;
tex.SetPixels(cols);
}
//rend.GetMaterials(test.SetTexture("_MainText" , tex));
//rend.material.SetTexture("_MainTex", tex);
/*else
{
Color[] cols = tex.GetPixels();
for (int j = 0; j < cols.Length; j++)
cols[j] = tempColor;
tex.SetPixels(cols);
}*/
/* Material unlit;
......
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/camshader"
{
Properties
......@@ -42,15 +40,13 @@ Shader "Unlit/camshader"
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
half4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
......@@ -61,19 +57,22 @@ Shader "Unlit/camshader"
return o;
}
fixed4 frag (v2f i) : SV_Target
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
//col.rgb *= col.a;
if ((i.col.r == 1) && (i.col.g == 1) && (i.col.b == 1)) {
if ((col.r == 1) && (col.g == 1) && (col.b == 1)) {
i.col.a = _Transparency;
col.a = _Transparency;
}
return col * i.color;
else {
col.a = 1;
}
return col;
}
ENDCG
}
......
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......
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m_Title: Game
m_RootView: {fileID: 6}
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......@@ -223,10 +223,10 @@ MonoBehaviour:
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......@@ -262,7 +262,7 @@ MonoBehaviour:
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m_Name: AssetStoreWindow
m_Name: SceneView
m_EditorClassIdentifier:
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......@@ -271,15 +271,15 @@ MonoBehaviour:
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......@@ -358,9 +358,9 @@ MonoBehaviour:
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m_ExpandedIDs: 000000004c3a000000ca9a3b
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......@@ -388,7 +388,7 @@ MonoBehaviour:
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m_ExpandedIDs: 00000000623a0000
m_ExpandedIDs: 000000004c3a0000
m_RenameOverlay:
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width: 362
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......@@ -513,7 +513,7 @@ MonoBehaviour:
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width: 1099
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height: 519
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......
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