Shader "Polybrush/Simple Texture Blend" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Texture1 ("Texture 1 (RGB)", 2D) = "white" {} _Texture2 ("Texture 2 (RGB)", 2D) = "white" {} _Texture3 ("Texture 3 (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _Texture1; sampler2D _Texture2; sampler2D _Texture3; struct Input { float2 uv_MainTex; float4 color : COLOR; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 a = tex2D(_MainTex, IN.uv_MainTex); fixed4 b = tex2D(_Texture1, IN.uv_MainTex); fixed4 c = tex2D(_Texture2, IN.uv_MainTex); fixed4 d = tex2D(_Texture3, IN.uv_MainTex); fixed4 color = lerp(lerp(lerp(lerp(0, d, IN.color.a), c, IN.color.b), b, IN.color.g), a, IN.color.r); o.Albedo = color.rgb * _Color; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = color.a; } ENDCG } FallBack "Diffuse" }