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2025-06-04 09:09:39 +08:00

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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
}
}
}