// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Kinect/DilateShader" { Properties { _MainTex ("_MainTex", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float _TexResX; uniform float _TexResY; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float4 _MainTex_ST; v2f vert (appdata_base v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 texColor = tex2D(_MainTex, i.uv); float maxValue = 0.0; for(int y = -1; y < 2; y++) { for(int x = -1; x < 2; x++) { float val = tex2D(_MainTex, float2(i.uv.x + (float)x/_TexResX, i.uv.y + (float)y/_TexResY)).w; if(val > 0.0) maxValue = 1.0; } } //return fixed4(texColor.r, texColor.g, texColor.b, maxValue); return fixed4(1.0, 1.0, 1.0, maxValue); } ENDCG } } }