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"
}