Shader "SplitCombine" { Properties { [NonModifiableTextureData] Texture2D_Texture2D_FCC444C7_Uniform("Texture2D", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" } Blend One Zero Cull Back ZTest LEqual ZWrite On LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Standard vertex:vert #pragma glsl #pragma debug UNITY_DECLARE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform); void Unity_Combine_float(float first, float second, float third, float fourth, out float4 result) { result = float4(first, second, third, fourth); } struct Input { float4 color : COLOR; half4 meshUV0; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.meshUV0 = v.texcoord; } void surf (Input IN, inout SurfaceOutputStandard o) { half4 uv0 = IN.meshUV0; float4 Sample2DTexture_E81B6D9_RGBA = UNITY_SAMPLE_TEX2D(Texture2D_Texture2D_FCC444C7_Uniform,uv0.xy); float Sample2DTexture_E81B6D9_R = Sample2DTexture_E81B6D9_RGBA.r; float Sample2DTexture_E81B6D9_G = Sample2DTexture_E81B6D9_RGBA.g; float Sample2DTexture_E81B6D9_B = Sample2DTexture_E81B6D9_RGBA.b; float Sample2DTexture_E81B6D9_A = Sample2DTexture_E81B6D9_RGBA.a; float Split_89C93FBB_R = Sample2DTexture_E81B6D9_RGBA[0]; float Split_89C93FBB_G = Sample2DTexture_E81B6D9_RGBA[1]; float Split_89C93FBB_B = Sample2DTexture_E81B6D9_RGBA[2]; float Split_89C93FBB_A = Sample2DTexture_E81B6D9_RGBA[3]; float4 Combine_4EFD61AA_result; Unity_Combine_float(Split_89C93FBB_R, Split_89C93FBB_G, Split_89C93FBB_B, Split_89C93FBB_A, Combine_4EFD61AA_result); o.Albedo = Combine_4EFD61AA_result; } ENDCG } FallBack "Diffuse" CustomEditor "LegacyIlluminShaderGUI" }