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Question by benfattino · Jul 14, 2013 at 07:50 PM · shaderalphadiffuseblend

Blend two texture diffuse shader with alpha

Somebody can help me to add transparent value to this shader? I need to make fade with another object.

 Shader "Custom/Blend2TextureDiffuse" {
   Properties
   {
             _ColorTint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
 
       _Blend ("Blend", Range(0, 1)) = 1.0 
  
       _MainTex ("Texture", 2D) = ""
 
       _Texture2 ("Texture 2", 2D) = ""
       _BumpMap ("Bumpmap", 2D) = "bump" {}
   }
  
   SubShader
   {
     Tags { "RenderType" = "Opaque" }
     Cull Off
     CGPROGRAM
     #pragma surface surf Lambert 
     
     
 //      #pragma surface surf WrapLambert 
 
 //    half4 LightingWrapLambert (SurfaceOutput s, half3 lightDir, half atten) {
 //          half NdotL = dot (s.Normal, lightDir);
 //          half diff = NdotL * 0.5 + 0.5;
 //          half4 c;
 //          c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
 //          c.a = s.Alpha;
 //          return c;
 //      }
     
     struct Input
     {
       float2 uv_MainTex;
       float2 uv_Texture2;
       float2 uv_BumpMap;
     };
  
  
        fixed4 _ColorTint;
       void mycolor (Input IN, SurfaceOutput o, inout fixed4 color)
       {
           color *= _ColorTint;
       }
  
     sampler2D _MainTex;
     sampler2D _Texture2;
     sampler2D _BumpMap;
     float _Blend;
  
     void surf (Input IN, inout SurfaceOutput o)
     {
       float3 t1 = tex2D (_MainTex, IN.uv_MainTex).rgb;
       float3 t2 = tex2D (_Texture2, IN.uv_Texture2).rgb;
       o.Albedo = lerp(t1, t2, _Blend);
       o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
     }
     ENDCG
   } 
   Fallback "Diffuse"
 }
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