Shader "Hidden/GraphicTests/ResultDisplay" { Properties { _MainTex ("Texture", 2D) = "white" {} _ResultTex ("Result Texture", 2D) = "white" {} _DiffTex ("Diff Texture", 2D) = "white" {} _DiffA("Diff A", float ) = 0.4 _DiffB("Diff B", float ) = 0.6 } 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, _ResultTex, _DiffTex; float _DiffA, _DiffB; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float4 col = fixed4(0,0,0,1); if ( i.uv.x < _DiffA ) col = tex2D(_MainTex, i.uv); else if (i.uv.x < _DiffB ) col = tex2D(_DiffTex, i.uv); else col = tex2D(_ResultTex, i.uv); col = pow(col, 1.0/2.2); return col; } ENDCG } } }