Shader "UltraCombos/Frozen/Unlit/BlendedTexture" { Properties { _MainTex ("Texture", 2D) = "white" {} _SubTex ("Texture", 2D) = "white" {} _Rate ("Rate", Range(0, 1)) = 0 } 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; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _SubTex; float _Rate; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 sub_col = tex2D(_SubTex, i.uv); fixed3 frag_color = lerp(col.xyz, sub_col.xyz, _Rate); return fixed4(frag_color, 1.0); } ENDCG } } }