Shader "EasyRoads3D/ER Dual Road Blend" { Properties { [Header(Road 1)] _MainTex ("Albedo", 2D) = "white" {} _Color ("Color", Vector) = (1,1,1,1) _BumpMap ("Normal", 2D) = "bump" {} _Metallic ("Metallic", Range(0, 1)) = 0 _Glossiness ("Smoothness", Range(0, 1)) = 0.5 [Space] [Header(Road 2)] _SecondTex ("Albedo", 2D) = "white" {} _Color2 ("Color", Vector) = (1,1,1,1) _BumpMap2 ("Normal", 2D) = "bump" {} _Metallic2 ("Metallic", Range(0, 1)) = 0 _Glossiness2 ("Smoothness", Range(0, 1)) = 0.5 [Space] _maskTex ("Blend Mask", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _Threshold ("Blend Threshold", Range(0.001, 1)) = 1 [Header(Terrain Z Fighting Offset)] _OffsetFactor ("Offset Factor", Range(0, -10)) = -1 _OffsetUnit ("Offset Unit", Range(0, -10)) = -1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } Fallback "Standard" }