Shader "UltraCombos/Composite" { Properties { _LeftTex ("Left", 2D) = "black" {} _CenterTex ("Center", 2D) = "black" {} _RightTex ("Right", 2D) = "black" {} } SubShader { Blend One Zero Pass { Name "Composite" CGPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex CustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.0 sampler2D _LeftTex; sampler2D _CenterTex; sampler2D _RightTex; float4 frag(v2f_customrendertexture IN) : SV_Target { float2 uv = IN.localTexcoord.xy; float x = uv.x; const float third = 1.0 / 3.0; if (x < third) return tex2D(_LeftTex, float2(x * 3.0, uv.y)); else if (x < 2.0 * third) return tex2D(_CenterTex, float2((x - third) * 3.0, uv.y)); else return tex2D(_RightTex, float2((x - 2.0 * third) * 3.0, uv.y)); } ENDCG } } }