Shader "Hidden/Outline/Dilate" { HLSLINCLUDE #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float4 uv01 : TEXCOORD1; float4 uv23 : TEXCOORD2; }; float4 _Offsets; v2f vert(AttributesDefault v) { v2f o; o.pos = float4(v.vertex.xy, 0.0, 1.0); o.uv = TransformTriangleVertexToUV(v.vertex.xy); #if UNITY_UV_STARTS_AT_TOP o.uv = o.uv * float2(1.0, -1.0) + float2(0.0, 1.0); #endif o.uv01 = o.uv.xyxy + _Offsets.xyxy * float4(1, 1, -1, -1); o.uv23 = o.uv.xyxy.xyxy + _Offsets.xyxy * float4(1, 1, -1, -1) * 2.0; return o; } TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); half4 frag(v2f i) : COLOR{ half4 c1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); half4 c2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.xy); half4 c3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv01.zw); half4 c4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.xy); half4 c5 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv23.zw); c1 = max(c1, c2); c3 = max(c3, c4); c5 = max(c1, c5); return max(c3, c5); } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag ENDHLSL } } }