splatting texture
간단하게 Unlit 기반 blending shader // Properties { _MainTex ("Texture 1", 2D) = "white" {} _MainTex2 ("Texture 2", 2D) = "white" {} _BlendTex ("BlendMask", 2D) = "white" {} _Tile ("Tiling", Vector) = (1,1,1,1) } SubShader { Tags { "RenderType" = "Opaque" } Lighting Off CGPROGRAM #pragma surface surf Unlit noforwardadd approxview noambient halfasview nolightmap sampler2D _MainTex; sampler2D _MainTex2;..