Shader "Hidden/Convert To MAS" { Properties { _MetallicGlossMap ("Base (RGB)", 2D) = "black" {} _OcclusionMap ("Second (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MetallicGlossMap; uniform sampler2D _OcclusionMap; fixed4 frag(v2f_img i) : SV_Target { fixed4 color; color.rb = tex2D(_MetallicGlossMap, i.uv).ra; color.g = tex2D(_OcclusionMap, i.uv).g; color.a = 1; return color; } ENDCG } } }