Multi Texture
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4 years ago
2.5 kB
13
Indexable
Shader "Unlit/MultiTex"
{
Properties
{
_MainTex ("First Texture", 2D) = "white" {}
_SecondTex("Second Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
Name "Main Texture"
Tags { "RenderType" = "Transparent" "Queue" = "Geometry"}
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
Pass
{
Name "Second Texture"
Tags { "RenderType" = "Transparent" "Queue" = "Transparent+1"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _SecondTex;
float4 _SecondTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _SecondTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_SecondTex, i.uv);
return col;
}
ENDCG
}
}
}
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