mirror of
https://github.com/maxartz15/TextureCombiner.git
synced 2024-11-09 23:22:55 +01:00
81 lines
2.2 KiB
Plaintext
81 lines
2.2 KiB
Plaintext
|
Shader "TextureCombiner/CombineShader"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex("MainTex", 2D) = "white" {}
|
||
|
_Tex0("TexR", 2D) = "black" {}
|
||
|
_Tex1("TexG", 2D) = "black" {}
|
||
|
_Tex2("TexB", 2D) = "black" {}
|
||
|
_Tex3("TexA", 2D) = "black" {}
|
||
|
_Mask0("MaskR", Vector) = (0, 0, 0, 0)
|
||
|
_Mask1("MaskG", Vector) = (0, 0, 0, 0)
|
||
|
_Mask2("MaskB", Vector) = (0, 0, 0, 0)
|
||
|
_Mask3("MaskA", Vector) = (0, 0, 0, 0)
|
||
|
_Add("Add", Vector) = (0, 0, 0, 0)
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Tags { "RenderType"="Opaque" }
|
||
|
LOD 100
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
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;
|
||
|
sampler2D _Tex0;
|
||
|
sampler2D _Tex1;
|
||
|
sampler2D _Tex2;
|
||
|
sampler2D _Tex3;
|
||
|
float4 _Mask0;
|
||
|
float4 _Mask1;
|
||
|
float4 _Mask2;
|
||
|
float4 _Mask3;
|
||
|
float4 _Add;
|
||
|
|
||
|
v2f vert (appdata v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
float GetChannelColor(float4 col, float4 mask)
|
||
|
{
|
||
|
return (col.r * mask.r) + (col.g * mask.g) + (col.b * mask.b) + (col.a * mask.a);
|
||
|
}
|
||
|
|
||
|
fixed4 frag(v2f i) : SV_Target
|
||
|
{
|
||
|
fixed4 col = fixed4(0, 0, 0, 0);
|
||
|
|
||
|
col.r = clamp(GetChannelColor(tex2D(_Tex0, i.uv).rgba, _Mask0) + _Add.r, 0, 1);
|
||
|
col.g = clamp(GetChannelColor(tex2D(_Tex1, i.uv).rgba, _Mask1) + _Add.g, 0, 1);
|
||
|
col.b = clamp(GetChannelColor(tex2D(_Tex2, i.uv).rgba, _Mask2) + _Add.b, 0, 1);
|
||
|
col.a = clamp(GetChannelColor(tex2D(_Tex3, i.uv).rgba, _Mask3) + _Add.a, 0, 1);
|
||
|
|
||
|
return col;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|