Shader "Hidden/TriLib/BuildHDRPMask" { Properties { } 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 _MetallicTex; sampler2D _OcclusionTex; sampler2D _DetailMaskTex; sampler2D _SmoothnessTex; fixed4 frag (v2f i) : SV_Target { fixed metallic = tex2D(_MetallicTex, i.uv).x; fixed occlusion = tex2D(_OcclusionTex, i.uv).x; fixed detail = tex2D(_DetailMaskTex, i.uv).x; fixed smoothness = tex2D(_SmoothnessTex, i.uv).x; return fixed4(metallic, occlusion, detail, smoothness); } ENDCG } } }