Unlit Blend 2 Textures Shader

While I have a small grasp on surface shaders, I realized for my next project I need an unlit shader that can lerp two textures together given a value between 0 and 1. I was able to figure out how to make a lit surface shader that can do this, but I need an unlit one. Is there a simple way to make a surface shader unlit or could someone give me some pointers on how to write an unlit vertex shader that could do what I need? Thanks a lot.

Check out the Builtin shader source code (as a sticky at the top of this forum), specifically the Soft Edge Unlit, as well as maybe the Unlit or Mobile shaders.

The important parts are fairly obvious, it shouldn’t be too hard to frankenstein your texture lerp and one of those shaders together.

Write to o.Emission instead of o.Albedo in the surf function and set Albedo to 0. That’s it.

If you want the colors to be the colors of the textures, whether they’re lit or not, simply assign the color to o.Emission instead of o.Albedo.

The emissive color is added to the output color after all other lighting calculations. You don’t really need to use a surface shader, but this is an easy way to get the result you want.

[Edit] Chickenlord: I’m sorry for repeating your answer, I don’t think I refreshed before writing my answer. I must’ve left the page open for a while 0_0

It worked! Thanks a lot.