Shader "Hidden/MicroSplatMeshAutoDampening" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 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; }; sampler2D _MainTex; float4 _MainTex_TexelSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // shrink area by one pixel float val = 0; float2 o = _MainTex_TexelSize.xy; val += tex2D(_MainTex, i.uv).g; val += tex2D(_MainTex, i.uv + o).g; val += tex2D(_MainTex, i.uv - o).g; val += tex2D(_MainTex, i.uv + float2(o.x, 0)).g; val += tex2D(_MainTex, i.uv + float2(-o.x, 0)).g; val += tex2D(_MainTex, i.uv + float2(0, o.y)).g; val += tex2D(_MainTex, i.uv + float2(0, -o.y)).g; val += tex2D(_MainTex, i.uv + float2(-o.x, o.y)).g; val += tex2D(_MainTex, i.uv + float2(o.x, -o.y)).g; if (val < 9) { return fixed4(1,1,1,1); } return fixed4(0,0,0,1); } ENDCG } } }