forked from BilalY/Rasagar
55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
Shader "ProBuilder/Diffuse Texture Blend"
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{
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Properties
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{
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_FirstTex ("Texture", 2D) = "white" {}
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_SecondTex ("Texture", 2D) = "white" {}
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_ThirdTex ("Texture", 2D) = "white" {}
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_FourthTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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ColorMask RGB
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _FirstTex;
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sampler2D _SecondTex;
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sampler2D _ThirdTex;
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sampler2D _FourthTex;
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struct Input
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{
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float4 color : COLOR;
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float2 uv_FirstTex;
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float2 uv_SecondTex;
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float2 uv_ThirdTex;
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float2 uv_FourthTex;
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};
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 c0 = tex2D(_FirstTex, IN.uv_FirstTex);
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fixed4 c1 = tex2D(_SecondTex, IN.uv_SecondTex);
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fixed4 c2 = tex2D(_ThirdTex, IN.uv_ThirdTex);
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fixed4 c3 = tex2D(_FourthTex, IN.uv_FourthTex);
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fixed4 blend = normalize(IN.color);
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fixed4 rgba = c0 * blend.r;
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rgba = lerp(rgba, c1, blend.g);
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rgba = lerp(rgba, c2, blend.b);
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rgba = lerp(rgba, c3, blend.a);
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o.Albedo = rgba.rgb;
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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