Shader "Unlit/DrawFace" { Properties { _MainTex ("Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {} _FaceMask ("Face Mask", 2D) = "white" {} _EyeColor ("Eye Color", Color) = (1,1,1,1) _EyebowsColor ("Eyebows Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _FaceTex; float4 _FaceTex_ST; sampler2D _FaceMask; float4 _FaceMask_ST; fixed4 _EyeColor; fixed4 _EyebowsColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 mainTex = tex2D(_MainTex, i.uv); fixed4 emojiTex = tex2D(_FaceTex, i.uv); fixed4 mask = tex2D(_FaceMask, i.uv); fixed4 eyesColor = _EyeColor; fixed4 eyebowsColor = _EyebowsColor; // (mask.r * eyebowsColor + (1 - mask.r) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * mainTex // (mask.g * eyesColor + (1 - mask.g) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * mainTex fixed4 col = (mask.b * eyebowsColor + (1 - mask.b) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * mainTex; col = (mask.g * eyesColor + (1 - mask.g) * emojiTex) * emojiTex.a + (1 - emojiTex.a) * col; col.a = mainTex.a; return col; } ENDCG } } }