Shader "Custom/GrassBlending" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _GrassTex; float _AlphaThreshold; 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 color = tex2D(_MainTex, i.uv); fixed4 grassColor = tex2D(_GrassTex, i.uv); if (grassColor.a > _AlphaThreshold) color.rgb = lerp(color.rgb, grassColor.rgb, grassColor.a); return color; } ENDCG } } }