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Question by Vadol · Dec 12, 2017 at 08:05 AM · shadertextureshaderstexturesscreenshot

How to make the Shader combines two alpha textures ?

hi, i'm using this shader to combine two alpha textures so this is the result:

alt text

the blue one is the main texture, the red lines are the second texture

is there anyway to make the red lines cover the blue part only?

ّ

this is the shader i'm using:

 Shader "Custom/testshader" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _BlendTex ("_BlendTex", 2D) = "white" {}
     _Blend1 ("Blend between Base and Blend 1 textures", Range (0, 1) ) = 0 
 }
 
 SubShader {
     Tags { "Queue"="Geometry-9" "IgnoreProjector"="True" "RenderType"="Transparent" }
         Lighting Off
         LOD 200
         Blend SrcAlpha OneMinusSrcAlpha
 
 
 CGPROGRAM
 #pragma surface surf Lambert alpha:fade
 
 sampler2D _MainTex;
 fixed4 _Color;
 sampler2D _BlendTex;
 float _Blend1;
 
 struct Input {
     float2 uv_MainTex;
     float2 uv_BlendTex;
 };
 
 void surf (Input IN, inout SurfaceOutput o)
     {
       fixed4 mainCol = tex2D(_MainTex, IN.uv_MainTex) * _Color;
       fixed4 texTwoCol = tex2D(_BlendTex, IN.uv_BlendTex);                           
       
       fixed4 mainOutput = mainCol.rgba * (1.0 - (texTwoCol.a * _Blend1));
       fixed4 blendOutput = texTwoCol.rgba * texTwoCol.a * _Blend1;         
       
       o.Albedo = mainOutput.rgb + blendOutput.rgb;
       o.Alpha = mainOutput.a + blendOutput.a;
 
 
 
     }
 ENDCG
 }
 
 Fallback "Custom/testshader"
 }
 



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