Shader "Hidden/Kronnect/Beautify/TextureLerp" { Properties { [NoScaleOffset] _MainTex ("LUT 1", 2D) = "black" {} [NoScaleOffset] _LUT2 ("LUT 2", 2D) = "black" {} _Phase("Phase", Float) = 0 } SubShader { ZTest Always ZWrite Off Cull Off 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, _LUT2; float _Phase; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { half4 lut1 = tex2D(_MainTex, i.uv); half4 lut2 = tex2D(_LUT2, i.uv); return lerp(lut1, lut2, _Phase); } ENDCG } } }