Reputation: 1
I was trying t implement this shader
fixed4 frag (v2f i) : SV_Target
{
// Sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// Only blur the interior of the sprite, keep the edges sharp
fixed4 blurredCol = blur(_MainTex, i.uv, _BlurAmount);
col.rgb = blurredCol.rgb; // Apply blurred color
return col;
}
Where I simply blur, the texture if alpha is different from cero. However I´m getting a blocky texture from what used to be a pretty high poky sprite.
The blur works fine on the texture, the problem is on the corners i think.
I added this flag
if (col.a > 0.0) // Preserve sharp edges where alpha > 0
{
fixed4 blurredCol = blur(_MainTex, i.uv, _BlurAmount);
col.rgb = blurredCol.rgb; // Apply blurred color
}
but still getting the chunky corners.
Upvotes: 0
Views: 32