Shader "Hidden/Amazing Assets/Terrain To Mesh/Editor" { Properties { _Color("", Color) = (1, 1, 1, 1) _MainTex("", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" float4 _Color; sampler2D _MainTex; float4 _MainTex_TexelSize; UNITY_DECLARE_TEX2DARRAY(_TextureArray); int _TextureArrayIndex; float4 fragRGB(v2f_img i) : SV_Target { float4 c = tex2D(_MainTex, i.uv); return float4(c.rgb, 1); } float4 fragTextureArrayRGB(v2f_img i) : SV_Target { float4 c = UNITY_SAMPLE_TEX2DARRAY(_TextureArray, float3(i.uv, _TextureArrayIndex)); return float4(c.rgb, 1); } ENDCG SubShader { Pass //0 { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment fragRGB ENDCG } //Pass Pass //1 { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_img #pragma fragment fragTextureArrayRGB ENDCG } //Pass } //SubShader } //Shader