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Question by tcz8 · Feb 13, 2017 at 05:13 AM · c#shader programmingshaderlabcgshader writing

What is best way to add transparent padding all around my sprites?

The shader I am working on requires that my sprites have a transparent padding all around them that corresponds to the largest dimension of the sprite.

ie.: If my sprite is 64px high by 32px wide, I need to add a 64px padding all around it

I was hoping to figure out a way to avoid having to add that padding ourselves within our image editing software.

Is there a way to do this inside a shader? I guess it could also be done within a C# script attached to our sprites but the idea here would be to NOT modify the source images.

Thank you for reading.

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avatar image tcz8 · Feb 19, 2017 at 05:57 PM 0
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Is it possible at all to modify a texture's size and content before doing a tex2d lookup?

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Answer by toddisarockstar · Feb 19, 2017 at 07:10 PM

     public Texture2D oldpic;
     public Texture2D newpic;
     int padsize;
     int i;
     int i2;
     Color c;
 
 
     void Start () {
     
 
                 // in the inpector click on your texture and go to the import setting. 
                 // change the texture type to advanced and enable read/write for your texture
 
         padsize = 64;
         i = padsize * 2;
         //make a new empty texture         a bit bigger than your first
         newpic = new Texture2D (oldpic.height + i, oldpic.width + i);
 
 
         //make a loop to paint our new image clear
         i = newpic.height;
         while (i>0) {i--;
             i2=newpic.width;
             while(i2>0){i2--;
                 newpic.SetPixel(i2,i,Color.clear);
             }
                 }
         newpic.Apply ();
 
         // copy all the pixels from the first texture into the middle of the new one!!
 
     
         i = oldpic.height;
         while (i>0) {i--;
             i2=oldpic.width;
             while(i2>0){i2--;
                 c=oldpic.GetPixel(i2,i);
                 newpic.SetPixel(i2+padsize,i+padsize,c);
             }
         }
         newpic.Apply ();
 
 
     }
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avatar image IgorAherne · Feb 19, 2017 at 07:11 PM 0
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this approach is better, since it avoids extra computations during runtime

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Answer by IgorAherne · Feb 19, 2017 at 07:04 PM

use the following approach when samping the texture by the quad:

0.1 uv is 0%

0.9 uv is 100%

For example

 vec2 respecifiedUV = (currentUV) / (0.8) + 0.1;
 respecifiedUV = clamp(currentUV(currentUV, 0, 1);
 
 if(respecifiedUV < vec2(0)  || respecifiedUV > vec2(1)){
 make transparent
 }
 else {
 sample texture with respecifiedUV
 }


Anything below 0.1 either on x or y should be vec4(0,0,0,0) aka fully transparent color. Use switch() and mix() to avoid branching via if-else (they are very hard for GPUs)

However, if you want to have border "eat-up" edges of your image, then just skip "respecifying uvs" part, and just use if-else or switch and mix

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