Shader "Hidden/Preview_ConditionalIfNode" { Properties { _A ( "_A", 2D) = "white" {} _B ( "_B", 2D ) = "white" {} _C ( "_AGreaterThanB", 2D ) = "white" {} _D ( "_AEqualToB", 2D ) = "white" {} _E ( "_ALessThanB", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag uniform sampler2D _A; uniform sampler2D _B; uniform sampler2D _C; uniform sampler2D _D; uniform sampler2D _E; float4 frag ( v2f_img i ) : SV_Target { float aVal = tex2D ( _A, i.uv ).r; float bVal = tex2D ( _B, i.uv ).r; float4 aGreaterbVal = tex2D ( _C, i.uv ); float4 aEqualbVal = tex2D ( _D, i.uv ); float4 aLessbVal = tex2D ( _E, i.uv ); if ( aVal > bVal ) return aGreaterbVal; if ( aVal == bVal ) return aEqualbVal; return aLessbVal; } ENDCG } } }