At the moment, the shader looks like this:
Shader "Map/RoadUV" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _NoiseTex ("Albedo noise (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" "Queue" = "Geometry+1" } LOD 200 Offset -1, -1 CGPROGRAM #pragma surface surf Standard fullforwardshadows decal:blend #pragma target 3.0 sampler2D _MainTex; sampler2D _NoiseTex; struct Input { float2 uv_MainTex; float3 worldPos; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { float4 noise = tex2D(_NoiseTex, IN.worldPos.xz * 0.025); fixed4 c = tex2D(_MainTex, IN.worldPos.xz * 0.025); float blend = IN.uv_MainTex.x; blend *= noise.x + 0.5; blend = smoothstep(0.4, 0.7, blend); o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = blend; } ENDCG } FallBack "Diffuse" }
I need instead of worldPos
to use the second UV