Shader "Custom/vertexcolor"
{
    Properties
    {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _MainTex2 ("2 (RGB)", 2D) = "white" {}
        _MainTex3 ("3 (RGB)", 2D) = "white" {}
        _MainTex4 ("4 (RGB)", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        CGPROGRAM
        #pragma surface surf Standard 
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _MainTex2;
        sampler2D _MainTex3;
        sampler2D _MainTex4;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_MainTex2;
            float2 uv_MainTex3;
            float2 uv_MainTex4;

            float4 color : COLOR; // 버택스 칼라
        };
     
        void surf (Input IN, inout SurfaceOutputStandard o)
        {  
           fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
           fixed4 c2 = tex2D (_MainTex2, IN.uv_MainTex2);
           fixed4 c3 = tex2D (_MainTex3, IN.uv_MainTex3);
           fixed4 c4 = tex2D (_MainTex4, IN.uv_MainTex4);
            
          //  o.Albedo = IN.color.rgb; // 버택스 칼라 보기

          o.Albedo = lerp(c.rgb, c2.rgb, IN.color.r *0.5);
          o.Albedo = lerp(o.Albedo, c3.rgb, IN.color.g);
          o.Albedo = lerp(o.Albedo, c4.rgb, IN.color.b);

            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

+ Recent posts