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Shader "Hidden/ftDilate"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
UNITY_DECLARE_TEX2D(_MainTex);
fixed4 frag (v2f i) : SV_Target
{
uint width, height;
_MainTex.GetDimensions(width, height);
int3 center = int3(i.vertex.xy, 0);
float4 c = _MainTex.Load(center);
if (c.w > 0) return c;
uint total = 0;
float4 c2 = _MainTex.Load(center, int2(-1,-1));
if (c2.w>0) {
c += c2;
total++;
}
c2 = _MainTex.Load(center, int2(0,-1));
if (c2.w>0) {
c += c2;
total++;
}
c2 = _MainTex.Load(center, int2(1,-1));
if (c2.w>0) {
c += c2;
total++;
}
c2 = _MainTex.Load(center, int2(-1,0));
if (c2.w>0) {
c += c2;
total++;
}
c2 = _MainTex.Load(center, int2(1,0));
if (c2.w>0) {
c += c2;
total++;
}
c2 = _MainTex.Load(center, int2(-1,1));
if (c2.w>0) {
c += c2;
total++;
}
c2 = _MainTex.Load(center, int2(1,1));
if (c2.w>0) {
c += c2;
total++;
}
if (total > 0)
{
c /= total;
return float4(c.rgb, 1.0f);
}
return float4(0,0,0,0);
}
ENDCG
}
}
}
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