去掉obi,使用自写绳索
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@@ -1,81 +0,0 @@
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Shader "Obi/PaddingShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Padding ("Paddding", Int) = 32
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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int _Padding;
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static const 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)};
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 sample = tex2D(_MainTex, i.uv);
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if (sample.a > 0)
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return sample;
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fixed4 minSample = sample;
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float minDist = 99999999;
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for (int k = 1; k < _Padding; ++k)
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{
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for (int j = 0; j < 8; ++j)
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{
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float2 offsetUV = i.uv + offsets[j] * _MainTex_TexelSize.xy * k;
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fixed4 offsetSample = tex2Dlod(_MainTex, float4(offsetUV.xy,0,0));
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if (offsetSample.a > 0)
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{
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float dist = length(i.uv - offsetUV);
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if (dist < minDist)
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{
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minDist = dist;
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minSample = offsetSample;
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}
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}
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}
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}
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return minSample;
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}
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ENDCG
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}
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}
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}
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