Shader "World Political Map/Unlit Texture 16K" { Properties { _Color ("Color", Color) = (1,1,1) _TexTL ("Tex TL", 2D) = "white" {} _TexTR ("Tex TR", 2D) = "white" {} _TexBL ("Tex BL", 2D) = "white" {} _TexBR ("Tex BR", 2D) = "white" {} } SubShader { Tags { "Queue"="Geometry-20" "RenderType"="Opaque" } Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _TexTL; sampler2D _TexTR; sampler2D _TexBL; sampler2D _TexBR; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; } half4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 color; // compute Earth pixel color if (i.uv.x<0.5) { if (i.uv.y>0.5) { color = tex2Dlod(_TexTL, float4(i.uv.x * 2.0, (i.uv.y - 0.5) * 2.0, 0, 0)); } else { color = tex2Dlod(_TexBL, float4(i.uv.x * 2.0, i.uv.y * 2.0, 0, 0)); } } else { if (i.uv.y>0.5) { color = tex2Dlod(_TexTR, float4((i.uv.x - 0.5) * 2.0f, (i.uv.y - 0.5) * 2.0, 0, 0)); } else { color = tex2Dlod(_TexBR, float4((i.uv.x - 0.5) * 2.0f, i.uv.y * 2.0, 0, 0)); } } return color; } ENDCG } } }