Shader "Hidden/Griffin/SubDivPainter" { Properties { _MainTex ("MainTex", 2D) = "black" {} _Mask ("Mask", 2D) = "white" {} _Opacity ("Opacity", Float) = 1 _TerrainMask("TerrainMask", 2D) = "black"{} } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 localPos : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_TexelSize; sampler2D _Mask; float _Opacity; sampler2D _TerrainMask; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.localPos = v.vertex; return o; } fixed4 fragAdd(v2f i) : SV_Target { float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 maskColor = tex2D(_Mask, i.uv); float4 currentColor = tex2D(_MainTex, i.localPos); float4 desColor = currentColor + maskColor*_Opacity*terrainMask; float value = desColor.b; return saturate(float4(currentColor.r, currentColor.g, value, currentColor.a)); } fixed4 fragSub(v2f i) : SV_Target { float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 maskColor = tex2D(_Mask, i.uv); float4 currentColor = tex2D(_MainTex, i.localPos); float4 desColor = currentColor - maskColor*_Opacity*terrainMask; float value = desColor.b; return saturate(float4(currentColor.r, currentColor.g, value, currentColor.a)); } ENDCG SubShader { Tags { "RenderType"="Transparent" } Pass { Name "Add" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragAdd ENDCG } Pass { Name "Sub" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragSub ENDCG } } }