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void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) *_Color;
o.Albedo = c.rgb;
// Multiplicate the armor and boot alpha values
o.Alpha = tex2D(_BootMask,IN.uv_BootMask).a*tex2D(_ArmorMask,IN.uv_ArmorMask).a;
}
For the UI I had to write a fragment vertex shader similarly.
That makes it possible to have multiple boot meshes too. So stay tuned!
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