Shader "Hidden/Thermal1" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _OtherTex("Other (RGB)", 2D) = "white" {} } SubShader{ Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _OtherTex; float4 frag(v2f_img i) : COLOR { fixed4 renderTex = tex2D(_MainTex, i.uv); fixed4 OtherTex = tex2D(_OtherTex, i.uv); fixed gray1 = 0.2125 * renderTex.r + 0.7154 * renderTex.g + renderTex.b; fixed gray2 = 0.2125 * OtherTex.r + 0.7154 * OtherTex.g + OtherTex.b; fixed maxgr = gray1 * 0.1 * step(gray2, gray1) + gray2 * step(gray1, gray2); //fixed maxgr = max(gray1, gray2); fixed3 grayColor = float3(maxgr, maxgr, maxgr); float4 result = renderTex; result.rgb = grayColor; return result; } ENDCG } } }