Splatoon-Ink/Assets/Shaders/ExtendIslands.shader
2021-03-07 00:53:17 +01:00

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Shader "TNTC/ExtendIslands"{
Properties{
_MainTex ("Texture", 2D) = "white" {}
_UVIslands ("Texture UVIsalnds", 2D) = "white" {}
_OffsetUV ("UVOffset", float) = 1
}
SubShader{
Tags { "RenderType"="Opaque" }
LOD 100
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float _OffsetUV;
sampler2D _UVIslands;
v2f vert (appdata v){
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target{
float2 offsets[8] = {float2(-_OffsetUV, 0), float2(_OffsetUV, 0), float2(0, _OffsetUV), float2(0, -_OffsetUV), float2(-_OffsetUV, _OffsetUV), float2(_OffsetUV, _OffsetUV), float2(_OffsetUV, -_OffsetUV), float2(-_OffsetUV, -_OffsetUV)};
float2 uv = i.uv;
float4 color = tex2D(_MainTex, uv);
float4 island = tex2D(_UVIslands, uv);
if(island.z < 1){
float4 extendedColor = color;
for (int i = 0; i < offsets.Length; i++){
float2 currentUV = uv + offsets[i] * _MainTex_TexelSize.xy;
float4 offsettedColor = tex2D(_MainTex, currentUV);
extendedColor = max(offsettedColor, extendedColor);
}
color = extendedColor;
}
return color;
}
ENDCG
}
}
}