Shader "Custom/NewSurfaceShader1" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2("SubTex", 2D) = "whilt"{}
_lerp("Lerp", Range(0, 1)) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
sampler2D _MainTex2;
sampler2D _2d;
struct Input {
float2 uv_MainTex;
float2 uv_MainTex2;
float4 color : COLOR;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _lerp;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 c1 = tex2D(_MainTex2, IN.uv_MainTex2) * _Color;
o.Albedo = lerp(c.rgb, c1.rgb, _lerp);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}