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 } } }