Shader "TAO/InteractiveMask/AddPersistent" { Properties { [HideInInspector] [NoScaleOffset] _MainTex("main", 2D) = "white" {} [NoScaleOffset] _Persistent("persistent", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Blend One One Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_Persistent); SAMPLER(sampler_Persistent); CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; CBUFFER_END Varyings vert(Attributes IN) { Varyings OUT; OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); return OUT; } half4 frag(Varyings IN) : SV_Target { half4 color = SAMPLE_TEXTURE2D(_Persistent, sampler_Persistent, IN.uv) + SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv); return color; } ENDHLSL } } }