Shader "Hidden/WeightedBlendNode" { Properties { _A ( "_Weights", 2D) = "white" {} _B ( "_Layer1", 2D) = "white" {} _C ( "_Layer2", 2D ) = "white" {} _D ( "_Layer3", 2D ) = "white" {} _E ( "_Layer4", 2D ) = "white" {} } SubShader { CGINCLUDE #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; ENDCG Pass { CGPROGRAM float4 frag(v2f_img i) : SV_Target { float4 Layer1 = tex2D( _B, i.uv ); return Layer1; } ENDCG } Pass { CGPROGRAM sampler2D _C; float4 frag ( v2f_img i ) : SV_Target { float4 Weights = tex2D ( _A, i.uv ); float4 Layer1 = tex2D ( _B, i.uv ); float4 Layer2 = tex2D ( _C, i.uv ); return ( Weights.x*Layer1 + Weights.y*Layer2 ) / ( Weights.x + Weights.y ); } ENDCG } Pass { CGPROGRAM sampler2D _C; sampler2D _D; float4 frag ( v2f_img i ) : SV_Target { float4 Weights = tex2D( _A, i.uv ); float4 Layer1 = tex2D( _B, i.uv ); float4 Layer2 = tex2D( _C, i.uv ); float4 Layer3 = tex2D( _D, i.uv ); return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 ) / ( Weights.x + Weights.y + Weights.z ); } ENDCG } Pass { CGPROGRAM sampler2D _C; sampler2D _D; sampler2D _E; float4 frag ( v2f_img i ) : SV_Target { float4 Weights = tex2D ( _A, i.uv ); float4 Layer1 = tex2D ( _B, i.uv ); float4 Layer2 = tex2D ( _C, i.uv ); float4 Layer3 = tex2D ( _D, i.uv ); float4 Layer4 = tex2D ( _E, i.uv ); return ( Weights.x*Layer1 + Weights.y*Layer2 + Weights.z*Layer3 + Weights.w*Layer4 ) / ( Weights.x + Weights.y + Weights.z + Weights.w ); } ENDCG } } }