2025-04-25 21:14:54 +09:00

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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
}
}
}