/
FillCrack.shader
60 lines (51 loc) · 1.14 KB
/
FillCrack.shader
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Shader "Hidden/FillCrack"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#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;
}
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 frag (v2f i) : SV_Target
{
float2 d = _MainTex_TexelSize.xy;
half4 col = tex2D(_MainTex, i.uv);
half4 col0 = tex2D(_MainTex, i.uv - float2(d.x, 0));
half4 col1 = tex2D(_MainTex, i.uv + float2(d.x, 0));
half4 col2 = tex2D(_MainTex, i.uv - float2(0, d.y));
half4 col3 = tex2D(_MainTex, i.uv + float2(0, d.y));
col.rgb = 0.5 < col.a ?
col.rgb : (col0.rgb*col0.a + col1.rgb*col1.a + col2.rgb*col2.a + col3.rgb*col3.a) / max(1.0, col0.a + col1.a + col2.a + col3.a);
return col;
}
ENDCG
}
}
}