Multi Texture

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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
        }
    }
}