Texture2D albedo_tex_tex : register(t0, space0); SamplerState albedo_tex_samp : register(s1, space0); struct _fs_main_Input { float4 _sv_position : SV_Position; float2 uv : TEXCOORD0; }; struct _fs_main_Output { float4 _value : SV_Target0; }; _fs_main_Output fs_main(_fs_main_Input input) { _fs_main_Output __luma_output; float4 color = albedo_tex_tex.Sample(albedo_tex_samp, input.uv); float dx = ddx(color.r); float dy = ddy(color.r); float fw = fwidth(color.r); float edge = step(0.1, fw); __luma_output._value = float4((color.rgb * (1.0 - edge)), color.a); return __luma_output; }