Shader "Hidden/SwizzleNode" { Properties { _A ("_A", 2D) = "white" {} _Mask("_Mask", Vector) = (0,0,0,0) } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #include "Preview.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; int4 _Mask; float4 frag(v2f_img i) : SV_Target { float4 a = tex2D(_A, i.uv); return float4( a[ _Mask.x ], a[ _Mask.y ], a[ _Mask.z ], a[ _Mask.w ] ); } ENDCG } } }