Shader "Hidden/VFXToolbox/ImageSequencer/Blend" { Properties { _MainTex ("Texture", 2D) = "white" {} _AltTex ("_AltTex", 2D) = "white" {} _BlendFactor("_BlendFactor", float) = 0 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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; sampler2D _AltTex; float _BlendFactor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { return lerp(tex2D(_MainTex, i.uv),tex2D(_AltTex,i.uv),_BlendFactor); } ENDCG } } }