Shader "Infinity Code/Online Maps/Tileset Unlit" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _OverlayBackTex("Overlay Back Texture", 2D) = "black" {} _OverlayBackAlpha("Overlay Back Alpha", Range(0, 1)) = 1 _TrafficTex("Traffic Texture", 2D) = "black" {} _OverlayFrontTex("Overlay Front Texture", 2D) = "black" {} _OverlayFrontAlpha("Overlay Front Alpha", Range(0, 1)) = 1 } SubShader { Tags {"Queue" = "AlphaTest-300" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"} LOD 200 CGPROGRAM #pragma surface surf NoLighting sampler2D _MainTex; sampler2D _OverlayBackTex; half _OverlayBackAlpha; sampler2D _TrafficTex; sampler2D _OverlayFrontTex; half _OverlayFrontAlpha; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_OverlayBackTex; float2 uv_TrafficTex; float2 uv_OverlayFrontTex; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); fixed4 t = tex2D(_OverlayBackTex, IN.uv_OverlayBackTex); fixed3 ct = lerp(c.rgb, t.rgb, t.a * _OverlayBackAlpha); t = tex2D(_TrafficTex, IN.uv_TrafficTex); ct = lerp(ct, t.rgb, t.a); t = tex2D(_OverlayFrontTex, IN.uv_OverlayFrontTex); ct = lerp(ct, t.rgb, t.a * _OverlayFrontAlpha); ct = ct * _Color; o.Albedo = ct; o.Alpha = c.a * _Color.a; } fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { fixed4 c; c.rgb = s.Albedo; c.a = s.Alpha; return c; } ENDCG } }