Shader "KernelPanic/add" { Properties { [HideInInspector] _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha 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; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } // This macro declares _BaseMap as a Texture2D object. // TEXTURE2D(_MainTex); // TEXTURE2D(_NoiseMap); // This macro declares the sampler for the _BaseMap texture. // SAMPLER(sampler_MainTex); // SAMPLER(sampler_NoiseMap); sampler2D _MainTex; sampler2D _BlendTex; float _Sample; fixed4 frag (v2f i) : SV_Target { // sample raw glitch float4 c = tex2D(_MainTex, i.uv); float4 b = tex2D(_BlendTex, i.uv); return lerp(b,c,_Sample); // float4 c = tex2D(_MainTex, i.uv); // c.a = _Sample; // float4 g = tex2D(_GlitchTex, i.uv); // return lerp(c,g,_Sample); return c; } ENDCG } } }