Shader "Custom/MyShader"
{
Properties
{
_MainTex1 ("Albedo (RGB)", 2D) = "white" {}
_MainTex2 ("Albedo (RGB)", 2D) = "white" {}
_MainTex3 ("Albedo (RGB)", 2D) = "white" {}
_MainTex4 ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex1;
sampler2D _MainTex2;
sampler2D _MainTex3;
sampler2D _MainTex4;
struct Input
{
float2 uv_MainTex1;
float2 uv_MainTex2;
float2 uv_MainTex3;
float2 uv_MainTex4;
float4 color:COLOR;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex1, IN.uv_MainTex1);
fixed4 d = tex2D (_MainTex2, IN.uv_MainTex2);
fixed4 e = tex2D (_MainTex3, IN.uv_MainTex3);
fixed4 f = tex2D (_MainTex4, IN.uv_MainTex4);
o.Emission = IN.color.rgb;
//o.Emission = lerp(c.rgb, d.rgb, IN.color.r);
//o.Emission = lerp(o.Emission, e.rgb, IN.color.g);
//o.Emission = lerp(o.Emission, f.rgb, IN.color.b);
//o.Emission = IN.color.g;
//o.Emission = lerp(c.rgb, d.rgb, IN.color.r);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}