Shader "Hidden/FlipNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 _Flip; int _Count; float4 frag( v2f_img i ) : SV_Target { float4 output = 0; output = ( _Flip.x * -2 + 1 ) * tex2D( _A, i.uv ).x; output.y = ( _Count > 1 ) ? ( ( _Flip.y * -2 + 1 ) * tex2D( _A, i.uv ).y ) : output.y; output.z = ( _Count > 2 ) ? ( ( _Flip.z * -2 + 1 ) * tex2D( _A, i.uv ).z ) : output.z; output.w = ( _Count > 3 ) ? ( ( _Flip.w * -2 + 1 ) * tex2D( _A, i.uv ).w ) : output.w; return output; } ENDCG } } }