Shader "Hidden/TriLib/SwapChannelData" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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; } sampler2D _MainTex; int _ChannelIndexA; int _ChannelIndexB; fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed a = col[_ChannelIndexA]; fixed b = col[_ChannelIndexB]; switch (_ChannelIndexA) { case 0: col.x = b; break; case 1: col.y = b; break; case 2: col.z = b; break; case 3: col.w = b; break; } switch (_ChannelIndexB) { case 0: col.x = a; break; case 1: col.y = a; break; case 2: col.z = a; break; case 3: col.w = a; break; } return col; } ENDCG } } }