Shader "Hidden/ChannelMixer" { Properties { _MainTex ("Red Channel Texture", 2D) = "white" } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature_local _HAS_TEX_R #pragma shader_feature_local _HAS_TEX_G #pragma shader_feature_local _HAS_TEX_B #pragma shader_feature_local _HAS_TEX_A #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; int4 _ChannelSource; float4 frag (v2f i) : SV_Target { float4 color = tex2D(_MainTex, i.uv); float r = color[_ChannelSource.x]; float g = color[_ChannelSource.y]; float b = color[_ChannelSource.z]; float a = color[_ChannelSource.w]; return float4(r, g, b, a); } ENDCG } } }