Shader "World Political Map/Demos/Combine" { Properties { _MainTex ("Texture 1", 2D) = "white" {} _SecondTex ("Texture 2", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Cull Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex, _SecondTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 snd = tex2D(_SecondTex, i.uv); return lerp(col, snd * 2.0, snd.a); } ENDCG } } }