Shader "Myshader/Map" { Properties { _MainTex ("Texture", 2D) = "white" {} _Grid ("Grid", 2D) = "white" {} _Color("Color",COLOR) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; }; struct v2f { float4 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _Grid; float4 _Grid_ST; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); o.uv.zw = TRANSFORM_TEX(v.uv, _Grid); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv.xy); fixed4 col2 = tex2D(_Grid, i.uv.zw); return col * (col2 + _Color); } ENDCG } } }