// Japan Street Kusa Finder Shader "VOIDKoubou/KusaFinder" { SubShader { Tags { "Queue" = "Transparent" } Cull Off GrabPass { "_GrabTexture" } 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 GrabUv : TEXCOORD1; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.GrabUv = UNITY_PROJ_COORD(ComputeGrabScreenPos(o.vertex)); return o; } sampler2D _GrabTexture; float4 frag (v2f i) : SV_Target { float2 projUv = i.GrabUv.xy/i.GrabUv.w; float4 col = tex2D(_GrabTexture, projUv); float2 delta = float2(0.001, 0.001); float rrr = 0; rrr += tex2D(_GrabTexture, (projUv + float2(-1.0, -1.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2( 0.0, -1.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2( 1.0, -1.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2(-1.0, 0.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2( 0.0, 0.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2( 1.0, 0.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2(-1.0, 1.0) * delta)).r * 1.0; rrr += tex2D(_GrabTexture, (projUv + float2( 0.0, 1.0) * delta)).r * 55.0; rrr += tex2D(_GrabTexture, (projUv + float2( 1.0, 1.0) * delta)).r * 1.0; col = float4(1-rrr, col.g, col.b, 1); return col; } ENDCG } } }