Shader "Hidden/SimpleAddOpNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_C", 2D) = "white" {} _D ("_D", 2D) = "white" {} _E ("_E", 2D) = "white" {} _F ("_F", 2D) = "white" {} _G ("_G", 2D) = "white" {} _H ("_H", 2D) = "white" {} _I ("_I", 2D) = "white" {} _J ("_J", 2D) = "white" {} _Count ("_Count", Int) = 0 } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; sampler2D _F; sampler2D _G; sampler2D _H; sampler2D _I; sampler2D _J; int _Count; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); float4 b = tex2D( _B, i.uv ); float4 final = a + b; if( _Count > 2 ) final += tex2D( _C, i.uv ); if( _Count > 3 ) final += tex2D( _D, i.uv ); if( _Count > 4 ) final += tex2D( _E, i.uv ); if( _Count > 5 ) final += tex2D( _F, i.uv ); if( _Count > 6 ) final += tex2D( _G, i.uv ); if( _Count > 7 ) final += tex2D( _H, i.uv ); if( _Count > 8 ) final += tex2D( _I, i.uv ); if( _Count > 9 ) final += tex2D( _J, i.uv ); return final; } ENDCG } } }