Shader "Hidden/Thry/ChannelPreview" { Properties { _MainTex ("Texture", 2D) = "white" {} _Channel ("Channel", Float) = 0.0 } SubShader { Tags { "RenderType"="Transparent" } LOD 100 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; float _Channel; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); if(_Channel == -1.0) return fixed4(col.r, col.g, col.b, col.a); if(_Channel == 0.0) return fixed4(col.r, 0, 0, 1); if(_Channel == 1.0) return fixed4(0, col.g, 0, 1); if(_Channel == 2.0) return fixed4(0, 0, col.b, 1); if(_Channel == 3.0) return fixed4(col.a, col.a, col.a, 1); if(_Channel == 4.0) { float val = max(col.r, max(col.g, col.b)); return fixed4(val, val, val, 1); } return fixed4(0, 0, 0, 1); } ENDCG } } }