Shader "Custom/Test"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2("Albedo (RGB)", 2D) = "white" {}
_MainTex3("Albedo (RGB)", 2D) = "white" {}
_MainTex4("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
sampler2D _MainTex2;
sampler2D _MainTex3;
sampler2D _MainTex4;
struct Input
{
float2 uv_MainTex;
float2 uv_MainTex2;
float2 uv_MainTex3;
float2 uv_MainTex4;
float4 color:COLOR;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed4 e = tex2D(_MainTex2, IN.uv_MainTex);
fixed4 f = tex2D(_MainTex3, IN.uv_MainTex);
fixed4 g = tex2D(_MainTex4, IN.uv_MainTex);
//o.Albedo = c.rgb;
o.Albedo = c.rgb;
o.Albedo = lerp(o.Albedo, e, IN.color.r);
o.Albedo = lerp(o.Albedo, f, IN.color.g);
o.Albedo = lerp(o.Albedo, g, IN.color.b);
o.Smoothness = (IN.color.r * 0.5) + _Glossiness + 0.3;
}
ENDCG
}
FallBack "Diffuse"
}