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 #pragma exclude_renderers gles gles3 #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 } } }