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@gonchar
Created November 4, 2019 11:19
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Shader "Unlit/BlendTextures"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainTex2 ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 200
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
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;
sampler2D _MainTex2;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 dst = tex2D (_MainTex, i.uv);
float4 src = tex2D (_MainTex2, i.uv);
float final_alpha = clamp(src.a + dst.a * (1.0 - src.a), 0.0, 1.0);
float3 finalColor = float3(0.0, 0.0, 0.0);
if (final_alpha > 0.0) {
finalColor = (src.rgb * src.a + dst.rgb * dst.a * (1.0 - src.a)) / final_alpha;
}
return float4(finalColor, final_alpha);
}
ENDCG
}
}
}
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