Shader "ubu/processing/pix_composite"
{
   Properties
   {
      [NoScaleOffset] _MainTex  ("Texture", 2D) = "white" {}
      [NoScaleOffset] _MainTex2 ("Texture", 2D) = "white" {}
   }
   SubShader
   {
      Tags { "RenderType"="Opaque" }
      LOD 100

      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;
         };

         v2f vert (appdata v)
         {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = v.uv;
            return o;
         }

         sampler2D _MainTex;
         sampler2D _MainTex2;

         fixed4 frag (v2f i) : SV_Target
         {
            float4 a = tex2D( _MainTex,  i.uv );
            float4 b = tex2D( _MainTex2, i.uv );
            return float4( lerp( a.rgb, b.rgb, b.a ), 1.0 );
                           
         }
         ENDCG
      }
   }
}
