Splatoon-Ink/Assets/Shaders/ExtendIslands.shader
2021-02-22 19:20:18 +01:00

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Shader "TNTC/ExtendIslands"{
Properties{
_MainTex ("Texture", 2D) = "white" {}
}
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;
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(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
float2 uv = i.uv;
float4 color = tex2D(_MainTex, uv);
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
}
}
}