Shader "Hidden/MicroVerse/CombineSDF" { Properties { _SourceA ("Texture", 2D) = "white" {} _SourceB ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include_with_pragmas "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _SourceA; sampler2D _SourceB; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float frag (v2f i) : SV_Target { float sourceA = tex2D(_SourceA, i.uv).r; float sourceB = tex2D(_SourceB, i.uv).r; return min(sourceA, sourceB); } ENDCG } } }