Shader "Imagine/TiledMasked" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} _MaskTex ("Mask (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types //#pragma surface surf Standard fullforwardshadows #pragma surface surf Standard alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _MaskTex; float4 _MainTex_ST; struct Input { float2 uv_MainTex; float2 uv_MaskTex; float3 worldPos; }; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.worldPos.xz * _MainTex_ST.xy); o.Albedo = c.rgb; o.Alpha = tex2D (_MaskTex, IN.uv_MaskTex) * c.a; } ENDCG } FallBack "Diffuse" }