69 lines
1.7 KiB
Plaintext
69 lines
1.7 KiB
Plaintext
|
// 1px dilate
|
||
|
|
||
|
Shader "Hidden/ftFarSphereDilate"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
// No culling or depth
|
||
|
Cull Off ZWrite Off ZTest Always
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float4 vertex : SV_POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
v2f vert (uint id : SV_VertexID)
|
||
|
{
|
||
|
v2f o;
|
||
|
float4 pos[6];
|
||
|
pos[0] = float4(-1, -1, 0.5, 1);
|
||
|
pos[1] = float4(-1, 1, 0.5, 1);
|
||
|
pos[2] = float4(1, 1, 0.5, 1);
|
||
|
|
||
|
pos[3] = float4(1, 1, 0.5, 1);
|
||
|
pos[4] = float4(1, -1, 0.5, 1);
|
||
|
pos[5] = float4(-1, -1, 0.5, 1);
|
||
|
|
||
|
o.vertex = pos[id];
|
||
|
o.uv = o.vertex.xy * 0.5f + 0.5f;
|
||
|
o.uv.y = 1.0f - o.uv.y;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
float _InvCubeSize;
|
||
|
|
||
|
float4 frag (v2f i) : SV_Target
|
||
|
{
|
||
|
float4 c = tex2Dlod(_MainTex, float4(i.uv,0,0));
|
||
|
if (c.a > 0) return c;
|
||
|
|
||
|
int dilate = 1;
|
||
|
for(int y=-dilate; y<=dilate; y++)
|
||
|
{
|
||
|
for(int x=-dilate; x<=dilate; x++)
|
||
|
{
|
||
|
float4 c2 = tex2Dlod(_MainTex, float4(i.uv + float2(x,y) * _InvCubeSize,0,0));
|
||
|
if (c2.a > 0) c = c2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|