Shader "Unlit/UnlitBlend2" { Properties { _MainTex ("Texture", 2D) = "white" {} _BlendTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD1; }; struct v2f { float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _BlendTex; float4 _MainTex_ST; float4 _BlendTex_ST; v2f vert (appdata v) { v2f o; v.uv1 = v.vertex.xyz; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv1 = TRANSFORM_TEX(v.uv1, _BlendTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed4 blend = tex2D(_BlendTex, i.uv1); return col * (1.0 - blend.a); } ENDCG } } }