[출처] Unty Shader Training
https://youtu.be/mlNWoROvavY?si=7XpTECHR_CJ5u62d
VertexOutput vert(VertexInput v)
{
VertexOutput o;
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv2 = v.uv.xy * _MainTex02_ST.xy + _MainTex02_ST.zw;
return o;
}
half4 frag(VertexOutput i) : SV_Target
{
//텍스쳐 uv에 따른 맞추는 과정
float4 tex01 = _MainTex.Sample(sampler_MainTex, i.uv);
float4 tex02 = _MainTex02.Sample(sampler_MainTex, i.uv2);
float4 mask = _MaskTex.Sample(sampler_MainTex, i.uv);
//x값에 따른 블렌딩 처리
//float4 color = lerp(tex01, tex02, i.uv.x);
//mask 값에 따른 블렌딩
float4 color = lerp(tex01, tex02, mask.r);
//color = i.uv.y > 0.5 ? pow(i.uv.x, 2.2) : i.uv.x;
return color;
}
# mask의 r(0 ~ 1)값에 따른 보간
float4 color = lerp(tex01, tex02, mask.r);