Shader "World Political Map/Unlit Tile Overlay" { Properties { _Color ("Color", Color) = (1,1,1,1) [NoScaleOffset] _MainTex ("Texture 1", 2D) = "white" [NoScaleOffset] _MainTex1 ("Texture 2", 2D) = "white" [NoScaleOffset] _MainTex2 ("Texture 3", 2D) = "white" [NoScaleOffset] _MainTex3 ("Texture 4", 2D) = "white" } SubShader { Tags { "Queue"="Geometry-19" } ZWrite Off // Offset 4, 4 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma shader_feature SHOW_BORDER #include "UnityCG.cginc" #define BORDER_WIDTH 0.01 sampler2D _MainTex; sampler2D _MainTex1; sampler2D _MainTex2; sampler2D _MainTex3; fixed4 _Color; struct appdata { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; fixed4 color: COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv: TEXCOORD0; fixed4 color: COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata 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; o.color = v.color; return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); fixed4 p0 = tex2D(_MainTex, i.uv); fixed4 p1 = tex2D(_MainTex1, i.uv); fixed4 p2 = tex2D(_MainTex2, i.uv); fixed4 p3 = tex2D(_MainTex3, i.uv); fixed4 color = p0 * i.color.rrrr + p1 * i.color.gggg + p2 * i.color.bbbb + p3 * i.color.aaaa; #if SHOW_BORDER fixed border = i.uv.x (1.0 - BORDER_WIDTH) || i.uv.y < BORDER_WIDTH || i.uv.y > (1.0 - BORDER_WIDTH); color = lerp(color, fixed4(0,0,1,1), border); #endif return color; } ENDCG } } }