Shader "Hidden/TFHCCompareWithRange" { Properties { _A ("_Value", 2D) = "white" {} _B ("_RangeMin", 2D) = "white" {} _C ("_RangeMax", 2D) = "white" {} _D ( "_True", 2D ) = "white" {} _E ( "_False", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; sampler2D _E; float4 frag(v2f_img i) : SV_Target { float4 Value = tex2D( _A, i.uv ).x; float4 RangeMin = tex2D( _B, i.uv ).x; float4 RangeMax = tex2D( _C, i.uv ); float4 True = tex2D ( _D, i.uv ); float4 False = tex2D ( _E, i.uv ); return ( ( Value >= RangeMin && Value <= RangeMax ) ? True : False ); } ENDCG } } }